-- ***************************************
-- ***  Dota2LuaDocument
-- ***            By 12548
-- ***************************************



-------------------------------------------------------------------------------
-- Lua global variables.
-- The basic library provides some core functions to Lua.
-- All the preloaded module of Lua are declared here.
-- @module global

------------------------------------------------------------------------------
-- This library provides generic functions for coroutine manipulation.
-- This is a global variable which hold the preloaded @{coroutine} module.
-- @field[parent = #global] coroutine#coroutine coroutine preloaded module

------------------------------------------------------------------------------
-- The package library provides basic facilities for loading and building modules in Lua.
-- This is a global variable which hold the preloaded @{package} module.
-- @field[parent = #global] package#package package preloaded module

------------------------------------------------------------------------------
-- This library provides generic functions for string manipulation.
-- This is a global variable which hold the preloaded @{string} module.
-- @field[parent = #global] string#string string preloaded module

------------------------------------------------------------------------------
-- This library provides generic functions for table manipulation.
-- This is a global variable which hold the preloaded @{table} module.
-- @field[parent = #global] table#table table preloaded module

------------------------------------------------------------------------------
-- This library is an interface to the standard C math library.
-- This is a global variable which hold the preloaded @{math} module.
-- @field[parent = #global] math#math math preloaded module

------------------------------------------------------------------------------
-- The I/O library provides function for file manipulation.
-- This is a global variable which hold the preloaded @{io} module.
-- @field[parent = #global] io#io io preloaded module

------------------------------------------------------------------------------
-- Operating System Facilities.
-- This is a global variable which hold the preloaded @{os} module.
-- @field[parent = #global] os#os os preloaded module

------------------------------------------------------------------------------
-- The Debug Library.
-- This is a  global variable which hold the preloaded @{debug} module.
-- @field[parent = #global] debug#debug debug preloaded module

-------------------------------------------------------------------------------
-- Issues an error when the value of its argument `v` is false (i.e.,
-- **nil** or **false**); otherwise, returns all its arguments. `message` is an error
-- message; when absent, it defaults to *"assertion failed!"*.
-- @function [parent=#global] assert
-- @param v if this argument is false an error is issued.
-- @param #string message an error message. defaults value is *"assertion failed"*.
-- @return All its arguments.

-------------------------------------------------------------------------------
-- This function is a generic interface to the garbage collector.
-- It performs different functions according to its first argument, `opt`.
--
--   * **"stop".** stops the garbage collector.
--   * **"restart".** restarts the garbage collector.
--   * **"collect".** performs a full garbage-collection cycle.
--   * **"count".** returns the total memory in use by Lua (in Kbytes).
--   * **"step".** performs a garbage-collection step. The step "size" is controlled
--       by `arg` (larger values mean more steps) in a non-specified way. If you
--       want to control the step size you must experimentally tune the value of
--      `arg`. Returns true if the step finished a collection cycle.
--   * **"setpause".** sets `arg` as the new value for the *pause* of the collector.
--       Returns the previous value for *pause*.
--   * **"setstepmul".** sets `arg` as the new value for the *step multiplier*
--       of the collector. Returns the previous value for *step*.
-- @function [parent=#global] collectgarbage
-- @param #string opt the command to send.
-- @param arg the argument of the command. (optional)

-------------------------------------------------------------------------------
-- Opens the named file and executes its contents as a Lua chunk. When
-- called without arguments,
-- `dofile` executes the contents of the standard input (`stdin`). Returns
-- all values returned by the chunk. In case of errors, `dofile` propagates
-- the error to its caller (that is, `dofile` does not run in protected mode).
-- @function [parent=#global] dofile
-- @param #string filename the path to the file. (optional)

-------------------------------------------------------------------------------
-- Terminates the last protected function called and returns `message`
-- as the error message. Function `error` never returns.
--
-- Usually, `error` adds some information about the error position at the
-- beginning of the message. The `level` argument specifies how to get the
-- error position.  
-- With level 1 (the default), the error position is where the
-- `error` function was called.  
-- Level 2 points the error to where the function
-- that called `error` was called; and so on.  
-- Passing a level 0 avoids the addition of error position information to the message.
-- @function [parent=#global] error
-- @param #string message an error message.
-- @param #number level specifies how to get the error position, default value is `1`.

-------------------------------------------------------------------------------
-- A global variable (not a function) that holds the global environment
-- (that is, `_G._G = _G`). Lua itself does not use this variable; changing
-- its value does not affect any environment, nor vice-versa. (Use `setfenv`
-- to change environments.)
-- @field [parent = #global] #table _G

-------------------------------------------------------------------------------
-- Returns the current environment in use by the function.
-- @function [parent=#global] getfenv
-- @param f can be a Lua function or a number that specifies the function at that
-- stack level. Level 1 is the function calling `getfenv`. If the given
-- function is not a Lua function, or if `f` is `0`, `getfenv` returns the
-- global environment. The default for `f` is `1`.

-------------------------------------------------------------------------------
-- If `object` does not have a metatable, returns nil. Otherwise, if the
-- object's metatable has a `"__metatable"` field, returns the associated
-- value. Otherwise, returns the metatable of the given object.
-- @function [parent=#global] getmetatable
-- @param object
-- @return #table the metatable of object.

-------------------------------------------------------------------------------
-- Use to iterate over a table by index.
-- Returns three values. an iterator function, the table `t`, and 0,
-- so that the construction .
-- 
--     for i,v in ipairs(t) do *body* end
-- will iterate over the pairs (`1,t[1]`), (`2,t[2]`), ..., up to the
-- first integer key absent from the table.
-- @function [parent=#global] ipairs
-- @param #table t a table by index.

-------------------------------------------------------------------------------
-- Loads a chunk using function `func` to get its pieces. Each call to
-- `func` must return a string that concatenates with previous results. A
-- return of an empty string, **nil,** or no value signals the end of the chunk.
--
-- If there are no errors, returns the compiled chunk as a function; otherwise,
-- returns nil plus the error message. The environment of the returned function
-- is the global environment.
--
-- `chunkname` is used as the chunk name for error messages and debug
-- information. When absent, it defaults to "`=(load)`".
-- @function [parent=#global] load
-- @param func function which loads the chunk.
-- @param #string chunkname chunk name used for error messages and debug information, default value is "`=(load)`".

-------------------------------------------------------------------------------
-- Similar to `load`, but gets the chunk from file `filename` or from the
-- standard input, if no file name is given.
-- @function [parent=#global] loadfile
-- @param #string filename the path to the file. (optional)

-------------------------------------------------------------------------------
-- Similar to `load`, but gets the chunk from the given string.
-- To load and run a given string, use the idiom  
-- 
--     assert(loadstring(s))()
-- When absent, `chunkname` defaults to the given string.
-- @function [parent=#global] loadstring
-- @param #string string lua code to load.
-- @param #string chunkname chunk name used for error messages and debug information, default value is the given string.

-------------------------------------------------------------------------------
-- Allows a program to traverse all fields of a table. Its first argument is
-- a table and its second argument is an index in this table. `next` returns
-- the next index of the table and its associated value.
--
-- When called with nil
-- as its second argument, `next` returns an initial index and its associated
-- value. When called with the last index, or with nil in an empty table, `next`
-- returns nil.
--
-- If the second argument is absent, then it is interpreted as
-- nil. In particular, you can use `next(t)` to check whether a table is empty.
-- The order in which the indices are enumerated is not specified, *even for
-- numeric indices*. (To traverse a table in numeric order, use a numerical
-- for or the `ipairs` function.)
--
-- The behavior of `next` is *undefined* if, during the traversal, you assign
-- any value to a non-existent field in the table. You may however modify
-- existing fields. In particular, you may clear existing fields.
-- @function [parent=#global] next
-- @param #table table table to traverse.
-- @param index initial index.

-------------------------------------------------------------------------------
-- Use to iterate over a table.
-- Returns three values. the `next` function, the table `t`, and nil,
-- so that the construction .
-- 
--     for k,v in pairs(t) do *body* end
-- will iterate over all key-value pairs of table `t`.
-- 
-- See function `next` for the caveats of modifying the table during its
-- traversal.
-- @function [parent=#global] pairs
-- @param #table t table to traverse.

-------------------------------------------------------------------------------
-- Calls function `f` with the given arguments in *protected mode*. This
-- means that any error inside `f` is not propagated; instead, `pcall` catches
-- the error and returns a status code. Its first result is the status code (a
-- boolean), which is true if the call succeeds without errors. In such case,
-- `pcall` also returns all results from the call, after this first result. In
-- case of any error, `pcall` returns false plus the error message.
-- @function [parent=#global] pcall
-- @param f function to be call in *protected mode*.
-- @param ... function arguments.
-- @return #boolean true plus the result of `f` function if its call succeeds without errors.
-- @return #boolean,#string  false plus the error message in case of any error.

-------------------------------------------------------------------------------
-- Receives any number of arguments, and prints their values to `stdout`,
-- using the `tostring` function to convert them to strings. `print` is not
-- intended for formatted output, but only as a quick way to show a value,
-- typically for debugging. For formatted output, use `string.format`.
-- @function [parent=#global] print
-- @param ... values to print to `stdout`.

-------------------------------------------------------------------------------
-- Checks whether `v1` is equal to `v2`, without invoking any
-- metamethod. Returns a boolean.
-- @function [parent=#global] rawequal
-- @param v1
-- @param v2
-- @return #boolean true if `v1` is equal to `v2`. 

-------------------------------------------------------------------------------
-- Gets the real value of `table[index]`, without invoking any
-- metamethod. `table` must be a table; `index` may be any value.
-- @function [parent=#global] rawget
-- @param #table table
-- @param index may be any value.
-- @return The real value of `table[index]`, without invoking any
-- metamethod.

-------------------------------------------------------------------------------
-- Sets the real value of `table[index]` to `value`, without invoking any
-- metamethod. `table` must be a table, `index` any value different from nil,
-- and `value` any Lua value.  
-- This function returns `table`.
-- @function [parent=#global] rawset
-- @param #table table
-- @param index any value different from nil.
-- @param value any Lua value.

-------------------------------------------------------------------------------
-- If `index` is a number, returns all arguments after argument number
-- `index`. Otherwise, `index` must be the string `"#"`, and `select` returns
-- the total number of extra arguments it received.
-- @function [parent=#global] select
-- @param index a number or the string `"#"`
-- @param ...

-------------------------------------------------------------------------------
-- Sets the environment to be used by the given function. `f` can be a Lua
-- function or a number that specifies the function at that stack level. Level
-- 1 is the function calling `setfenv`. `setfenv` returns the given function.  
-- As a special case, when `f` is 0 `setfenv` changes the environment of the
-- running thread. In this case, `setfenv` returns no values.
-- @function [parent=#global] setfenv
-- @param f a Lua function or a number that specifies the stack level.
-- @param #table table used as environment for `f`.
-- @return The given function.

-------------------------------------------------------------------------------
-- Sets the metatable for the given table. (You cannot change the metatable
-- of other types from Lua, only from C.) If `metatable` is nil, removes the
-- metatable of the given table. If the original metatable has a `"__metatable"`
-- field, raises an error.  
-- This function returns `table`.
-- @function [parent=#global] setmetatable
-- @param #table table 
-- @param #table metatable
-- @return The first argument `table`. 

-------------------------------------------------------------------------------
-- Tries to convert its argument to a number. If the argument is already
-- a number or a string convertible to a number, then `tonumber` returns this
-- number; otherwise, it returns **nil.**
--
-- An optional argument specifies the base to interpret the numeral. The base
-- may be any integer between 2 and 36, inclusive. In bases above 10, the
-- letter '`A`' (in either upper or lower case) represents 10, '`B`' represents
-- 11, and so forth, with '`Z`' representing 35. In base 10 (the default),
-- the number can have a decimal part, as well as an optional exponent part.
-- In other bases, only unsigned integers are accepted.
-- @function [parent=#global] tonumber
-- @param e a number or string to convert to a number.
-- @param #number base the base to interpret the numeral, any integer between 2 and 36.(default is 10).
-- @return #number a number if conversion succeeds else **nil**.

-------------------------------------------------------------------------------
-- Receives an argument of any type and converts it to a string in a
-- reasonable format. For complete control of how numbers are converted, use
-- `string.format`.
--
-- If the metatable of `e` has a `"__tostring"` field, then `tostring` calls
-- the corresponding value with `e` as argument, and uses the result of the
-- call as its result.
-- @function [parent=#global] tostring
-- @param e an argument of any type.
-- @return #string a string in a reasonable format.

-------------------------------------------------------------------------------
-- Returns the type of its only argument, coded as a string. The possible
-- results of this function are "
-- `nil`" (a string, not the value nil), "`number`", "`string`", "`boolean`",
-- "`table`", "`function`", "`thread`", and "`userdata`".
-- @function [parent=#global] type
-- @param v any value.
-- @return #string the type of `v`.

-------------------------------------------------------------------------------
-- Returns the elements from the given table. This function is equivalent to
-- 
--     return list[i], list[i+1], ..., list[j]
-- except that the above code can be written only for a fixed number of
-- elements. By default, `i` is 1 and `j` is the length of the list, as
-- defined by the length operator.
-- @function [parent=#global] unpack
-- @param #table list a table by index
-- @param i index of first value.
-- @param j index of last value.

-------------------------------------------------------------------------------
-- A global variable (not a function) that holds a string containing the
-- current interpreter version. The current contents of this variable is
-- "`Lua 5.1`".
-- @field [parent = #global] #string _VERSION

-------------------------------------------------------------------------------
-- This function is similar to `pcall`, except that you can set a new
-- error handler.
--
-- `xpcall` calls function `f` in protected mode, using `err` as the error
-- handler. Any error inside `f` is not propagated; instead, `xpcall` catches
-- the error, calls the `err` function with the original error object, and
-- returns a status code. Its first result is the status code (a boolean),
-- which is true if the call succeeds without errors. In this case, `xpcall`
-- also returns all results from the call, after this first result. In case
-- of any error, `xpcall` returns false plus the result from `err`.
-- @function [parent=#global] xpcall
-- @param f function to be call in *protected mode*.
-- @param err function used as error handler.
-- @return #boolean true plus the result of `f` function if its call succeeds without errors.
-- @return #boolean,#string  false plus the result of `err` function. 

-------------------------------------------------------------------------------
-- Creates a module. If there is a table in `package.loaded[name]`,
-- this table is the module. Otherwise, if there is a global table `t`
-- with the given name, this table is the module. 
-- 
-- Otherwise creates a new table `t` and sets it as the value of the global 
-- `name` and the value of `package.loaded[name]`. 
--  This function also initializes `t._NAME` with the
-- given name, `t._M` with the module (`t` itself), and `t._PACKAGE` with the
-- package name (the full module name minus last component; see below). Finally,
-- `module` sets `t` as the new environment of the current function and the
-- new value of `package.loaded[name]`, so that `require` returns `t`.
--
-- If `name` is a compound name (that is, one with components separated by
-- dots), `module` creates (or reuses, if they already exist) tables for each
-- component. For instance, if `name` is `a.b.c`, then `module` stores the
-- module table in field `c` of field `b` of global `a`.
--
-- This function can receive optional *options* after the module name, where
-- each option is a function to be applied over the module.
-- @function [parent=#global] module
-- @param name the module name.

-------------------------------------------------------------------------------
-- Loads the given module. The function starts by looking into the
-- `package.loaded` table to determine whether `modname` is already
-- loaded. If it is, then `require` returns the value stored at
-- `package.loaded[modname]`. Otherwise, it tries to find a *loader* for
-- the module.
--
-- To find a loader, `require` is guided by the `package.loaders` array. By
-- changing this array, we can change how `require` looks for a module. The
-- following explanation is based on the default configuration for
-- `package.loaders`.
--
-- First `require` queries `package.preload[modname]`. If it has a value,
-- this value (which should be a function) is the loader. Otherwise `require`
-- searches for a Lua loader using the path stored in `package.path`. If
-- that also fails, it searches for a C loader using the path stored in
-- `package.cpath`. If that also fails, it tries an *all-in-one* loader (see
-- `package.loaders`).
--
-- Once a loader is found, `require` calls the loader with a single argument,
-- `modname`. If the loader returns any value, `require` assigns the returned
-- value to `package.loaded[modname]`. If the loader returns no value and
-- has not assigned any value to `package.loaded[modname]`, then `require`
-- assigns true to this entry. In any case, `require` returns the final value
-- of `package.loaded[modname]`.
--
-- If there is any error loading or running the module, or if it cannot find
-- any loader for the module, then `require` signals an error.
-- @function [parent=#global] require
-- @param #string modname name of module to load.

--------------------------------------------------------------------------------
-- The base class for stuff
-- @type CBaseEntity

--------------------------------------------------------------------------------
-- No Description Set
-- @type CEntities

-------------------------------------------------------------------------------
-- Global accessor of CEntities
-- @field [parent = #global] #CEntities Entities

--------------------------------------------------------------------------------
-- No Description Set
-- @type CEntityInstance
-- @extends #CBaseEntity

--------------------------------------------------------------------------------
-- No Description Set
-- @type CDOTABaseAbility
-- @extends #CBaseEntity

--------------------------------------------------------------------------------
-- No Description Set
-- @type CDOTA_Ability_Animation_Attack
-- @extends #CDOTABaseAbility

--------------------------------------------------------------------------------
-- No Description Set
-- @type CDOTA_Ability_Animation_TailSpin
-- @extends #CDOTABaseAbility

--------------------------------------------------------------------------------
-- No Description Set
-- @type CDOTA_Ability_Nian_Leap
-- @extends #CDOTABaseAbility

--------------------------------------------------------------------------------
-- No Description Set
-- @type CDOTA_Ability_Nian_Dive
-- @extends #CDOTABaseAbility

--------------------------------------------------------------------------------
-- No Description Set
-- @type CDOTA_Ability_Nian_Roar
-- @extends #CDOTABaseAbility

--------------------------------------------------------------------------------
-- No Description Set
-- @type CDOTA_Item
-- @extends #CDOTABaseAbility

--------------------------------------------------------------------------------
-- A class containing functions involved in animations
-- @type CBaseAnimating
-- @extends #CBaseEntity

--------------------------------------------------------------------------------
-- No Description Set
-- @type CDOTA_Item_Physical
-- @extends #CBaseAnimating

--------------------------------------------------------------------------------
-- No Description Set
-- @type CDOTA_Item_DataDriven
-- @extends #CDOTA_Item

--------------------------------------------------------------------------------
-- Animated characters who have vertex flex capability (Hi hex6)
-- @type CBaseFlex
-- @extends #CBaseAnimating

--------------------------------------------------------------------------------
-- No Description Set
-- @type CDOTA_BaseNPC
-- @extends #CBaseFlex

--------------------------------------------------------------------------------
-- No Description Set
-- @type CDOTA_BaseNPC_Creature
-- @extends #CDOTA_BaseNPC

--------------------------------------------------------------------------------
-- No Description Set
-- @type CDOTA_Unit_Nian
-- @extends #CDOTA_BaseNPC_Creature

--------------------------------------------------------------------------------
-- No Description Set
-- @type CBasePlayer

--------------------------------------------------------------------------------
-- No Description Set
-- @type CDOTAPlayer
-- @extends #CBaseAnimating

--------------------------------------------------------------------------------
-- No Description Set
-- @type CDOTA_PlayerResource
-- @extends #CBaseEntity

-------------------------------------------------------------------------------
-- Global accessor of CDOTA_PlayerResource
-- @field [parent = #global] #CDOTA_PlayerResource PlayerResource

--------------------------------------------------------------------------------
-- No Description Set
-- @type CDOTA_BaseNPC_Hero
-- @extends #CDOTA_BaseNPC

--------------------------------------------------------------------------------
-- No Description Set
-- @type CDOTA_BaseNPC_Creature
-- @extends #CDOTA_BaseNPC

--------------------------------------------------------------------------------
-- No Description Set
-- @type CDOTA_BaseNPC_Building
-- @extends #CDOTA_BaseNPC

--------------------------------------------------------------------------------
-- No Description Set
-- @type CDOTABaseGameMode
-- @extends #CBaseEntity

--------------------------------------------------------------------------------
-- No Description Set
-- @type CDotaQuest
-- @extends #CBaseEntity

--------------------------------------------------------------------------------
-- No Description Set
-- @type CDotaSubquestBase
-- @extends #CDotaQuest

--------------------------------------------------------------------------------
-- No Description Set
-- @type CPhysicsComponent

--------------------------------------------------------------------------------
-- No Description Set
-- @type CPointTemplate

--------------------------------------------------------------------------------
-- No Description Set
-- @type CBodyComponent

--------------------------------------------------------------------------------
-- No Description Set
-- @type CBaseCombatCharacter

--------------------------------------------------------------------------------
-- No Description Set
-- @type ProjectileManager

--------------------------------------------------------------------------------
-- No Description Set
-- @type CBaseTrigger
-- @extends #CBaseEntity

--------------------------------------------------------------------------------
-- No Description Set
-- @type CEnvEntityMaker
-- @extends #CBaseEntity

--------------------------------------------------------------------------------
-- No Description Set
-- @type CDOTAVoteSystem

--------------------------------------------------------------------------------
-- No Description Set
-- @type CMarkupVolumeTagged

--------------------------------------------------------------------------------
-- No Description Set
-- @type CScriptPrecacheContext

--------------------------------------------------------------------------------
-- No Description Set
-- @type CScriptKeyValues

--------------------------------------------------------------------------------
-- No Description Set
-- @type CScriptParticleManager

-------------------------------------------------------------------------------
-- Global accessor of CScriptParticleManager
-- @field [parent = #global] #CScriptParticleManager ParticleManager

--------------------------------------------------------------------------------
-- No Description Set
-- @type CScriptHeroList

-------------------------------------------------------------------------------
-- Global accessor of CScriptHeroList
-- @field [parent = #global] #CScriptHeroList HeroList

--------------------------------------------------------------------------------
-- No Description Set
-- @type CNativeOutputs

--------------------------------------------------------------------------------
-- No Description Set
-- @type CEnvProjectedTexture
-- @extends #CBaseEntity

--------------------------------------------------------------------------------
-- No Description Set
-- @type CInfoData

--------------------------------------------------------------------------------
-- No Description Set
-- @type CPhysicsProp

--------------------------------------------------------------------------------
-- No Description Set
-- @type CDOTAGamerules

-------------------------------------------------------------------------------
-- Global accessor of CDOTAGamerules
-- @field [parent = #global] #CDOTAGamerules GameRules

--------------------------------------------------------------------------------
-- No Description Set
-- @type CToneMapControllerComponent

--------------------------------------------------------------------------------
-- No Description Set
-- @type CDebugOverlayScriptHelper

--------------------------------------------------------------------------------
-- Choreographed scene which controls animation and/or dialog on one or more actors.
-- @type CSceneEntity
-- @extends #CBaseEntity

--------------------------------------------------------------------------------
-- A class that can communicate with the gridnav, useful for seeing if stuff should be able to move
-- @type GridNav

-------------------------------------------------------------------------------
-- Global accessor of GridNav. (Not Shown on the api web)
-- @field [parent = #global] #GridNav GridNav

--------------------------------------------------------------------------------
-- No Description Set
-- @type Convars

-------------------------------------------------------------------------------
-- Global accessor of Convars (V is captial on the api web)
-- @field [parent = #global] #Convars Convars

--------------------------------------------------------------------------------
-- Vector class
-- @type CVector
-- @list <#number>

--- Global accessor of Vector
-- @function [parent=#global] Vector
-- @param #number x
-- @param #number y
-- @param #number z
-- @return #CVector

--- Overloaded +. Adds vectors together
-- @function [parent=#CVector] __add
-- @param #CVector a
-- @param #CVector b
-- @return #CVector

--- Overloaded /. Divides vectors
-- @function [parent=#CVector] __div
-- @param #CVector a
-- @param #CVector b
-- @return #CVector

--- Overloaded ==. Tests for Equality
-- @function [parent=#CVector] __eq
-- @param #CVector a
-- @param #CVector b
-- @return #CVector

--- Overloaded * returns the vectors multiplied together
-- @function [parent=#CVector] __mul
-- @param #CVector a
-- @param #CVector b
-- @return #CVector

--- Overloaded -. Subtracts vectors
-- @function [parent=#CVector] __sub
-- @param #CVector a
-- @param #CVector b
-- @return #CVector

--- Cross product of two vectors （向量差乘）
-- @function [parent=#CVector] Cross
-- @param #CVector a
-- @param #CVector b
-- @return #CVector

--- Dot product of two vectors （向量点乘）
-- @function [parent=#CVector] Dot
-- @param #CVector a
-- @param #CVector b
-- @return #number

--- Overloaded # returns the length of the vector
-- @function [parent=#CVector] __len
-- @return #number

--- Overloaded - operator
-- @function [parent=#CVector] __unm
-- @return #number

--- Length of the Vector
-- @function [parent=#CVector] Length
-- @return #number

--- Length of the Vector in the XY plane
-- @function [parent=#CVector] Length2D
-- @return #number

--- Returns the vector normalized
-- @function [parent=#CVector] Normalized
-- @return #CVector

-------------------------------------------------------------------------------
-- x of the Vector.
-- @field [parent = #CVector] #number x

-------------------------------------------------------------------------------
-- y of the Vector.
-- @field [parent = #CVector] #number y

-------------------------------------------------------------------------------
-- z of the Vector.
-- @field [parent = #CVector] #number z

--------------------------------------------------------------------------------
-- A tree on the map
-- @type CDOTA_MapTree
-- @extends #CBaseEntity

--------------------------------------------------------------------------------
-- An obstruction on the map that effects the gridnav
-- @type CDOTA_SimpleObstruction
-- @extends #CBaseEntity

--------------------------------------------------------------------------------
-- Class for Couriers
-- @type CDOTA_Unit_Courier
-- @extends #CDOTA_BaseNPC

--------------------------------------------------------------------------------
-- No Description Set
-- @type CDOTA_Ability_DataDriven

--------------------------------------------------------------------------------
-- No Description Set
-- @type CBaseModelEntity

--------------------------------------------------------------------------------
-- No Description Set
-- @type CCustomGameEventManager

-------------------------------------------------------------------------------
-- Global accessor of CCustomGameEventManager (Not shown on the api web)
-- @field [parent = #global] #CCustomGameEventManager CustomGameEventManager

--------------------------------------------------------------------------------
-- No Description Set
-- @type CCustomNetTableManager

-------------------------------------------------------------------------------
-- Global accessor of CCustomNetTableManager (Not shown on the api web)
-- @field [parent = #global] #CCustomNetTableManager CustomNetTables

--------------------------------------------------------------------------------
-- No Description Set
-- @type CDOTATutorial

--------------------------------------------------------------------------------
-- No Description Set
-- @type CDOTA_Ability_Lua

--------------------------------------------------------------------------------
-- No Description Set
-- @type CDOTA_CustomUIManager

-------------------------------------------------------------------------------
-- Global accessor of CDOTA_CustomUIManager (Not shown on the api web)
-- @field [parent = #global] #CDOTA_CustomUIManager CustomUI

--------------------------------------------------------------------------------
-- No Description Set
-- @type CPropHMDAvatar

--------------------------------------------------------------------------------
-- No Description Set
-- @type CPropVRHand

--------------------------------------------------------------------------------
-- No Description Set
-- @type CDOTA_Buff

--------------------------------------------------------------------------------
-- No Description Set
-- @type CDOTA_Modifier_Lua

--------------------------------------------------------------------------------
-- No Description Set
-- @type CDOTA_Modifier_Lua_Horizontal_Motion

--------------------------------------------------------------------------------
-- No Description Set
-- @type CDOTA_Modifier_Lua_Vertical_Motion

--------------------------------------------------------------------------------
-- No Description Set
-- @type CDOTA_Modifier_Lua_Motion_Both

--------------------------------------------------------------------------------
-- No Description Set
-- @type CDOTA_Item_Lua




---[[ AddFOWViewer  Add temporary vision for a given team ( nTeamID, vLocation, flRadius, flDuration, bObstructedVision) ]]\
-- @function [parent=#global] AddFOWViewer
-- @param #number int_1 int
-- @param #CVector Vector_2 Vector
-- @param #number float_3 float
-- @param #number float_4 float
-- @param #boolean bool_5 bool
-- @return #nil
function AddFOWViewer( int_1, Vector_2, float_3, float_4, bool_5 ) end

---[[ AngleDiff  Returns the number of degrees difference between two yaw angles ]]
-- @return float
-- @param float_1 float
-- @param float_2 float
function AngleDiff( float_1, float_2 ) end

---[[ AppendToLogFile  Appends a string to a log file on the server ]]
-- @return #nil
-- @param string_1 string
-- @param string_2 string
function AppendToLogFile( string_1, string_2 ) end

---[[ ApplyDamage  Damage an npc. ]]
-- @return float
-- @param handle_1 handle
function ApplyDamage( handle_1 ) end

---[[ AxisAngleToQuaternion  (vector,float) constructs a quaternion representing a rotation by angle around the specified vector axis ]]
-- @return Quaternion
-- @param Vector_1 Vector
-- @param float_2 float
function AxisAngleToQuaternion( Vector_1, float_2 ) end

---[[ CalcClosestPointOnEntityOBB  Compute the closest point on the OBB of an entity. ]]
-- @return #CVector
-- @param handle_1 handle
-- @param Vector_2 Vector
function CalcClosestPointOnEntityOBB( handle_1, Vector_2 ) end

---[[ CalcDistanceBetweenEntityOBB  Compute the distance between two entity OBB. A negative return value indicates an input error. A return value of zero indicates that the OBBs are overlapping. ]]
-- @return float
-- @param handle_1 handle
-- @param handle_2 handle
function CalcDistanceBetweenEntityOBB( handle_1, handle_2 ) end

---[[ CancelEntityIOEvents  Create all I/O events for a particular entity ]]
-- @return #nil
-- @param ehandle_1 ehandle
function CancelEntityIOEvents( ehandle_1 ) end

---[[ ClearTeamCustomHealthbarColor  ( teamNumber ) ]]
-- @return #nil
-- @param int_1 int
function ClearTeamCustomHealthbarColor( int_1 ) end

---[[ CreateEffect  Pass table - Inputs. entity, effect ]]
-- @return bool
-- @param handle_1 handle
function CreateEffect( handle_1 ) end

---[[ CreateHTTPRequest  Create an HTTP request. ]]
-- @return handle
-- @param string_1 string
-- @param string_2 string
function CreateHTTPRequest( string_1, string_2 ) end

---[[ CreateHeroForPlayer  Creates a DOTA hero by its dota_npc_units.txt name and sets it as the given player's controlled hero ]]
-- @return #CDOTA_BaseNPC_Hero
-- @param string_1 string
-- @param handle_2 handle
function CreateHeroForPlayer( string_1, handle_2 ) end

---[[ CreateItem  Create a DOTA item ]]
-- @return #CDOTA_Item
-- @param string_1 string
-- @param handle_2 handle
-- @param handle_3 handle
function CreateItem( string_1, handle_2, handle_3 ) end

---[[ CreateItemOnPositionForLaunch  Create a physical item at a given location, can start in air (but doesn't clear a space) ]]
-- @return #CDOTA_Item_Physical
-- @param Vector_1 Vector
-- @param handle_2 handle
function CreateItemOnPositionForLaunch( Vector_1, handle_2 ) end

---[[ CreateItemOnPositionSync  Create a physical item at a given location ]]
-- @return #CDOTA_Item_Physical
-- @param Vector_1 Vector
-- @param handle_2 handle
function CreateItemOnPositionSync( Vector_1, handle_2 ) end

---[[ CreateModifierThinker  Create a modifier not associated with an NPC. ( hCaster, hAbility, modifierName, paramTable, vOrigin, nTeamNumber, bPhantomBlocker ) ]]
-- @return handle
-- @param handle_1 handle
-- @param handle_2 handle
-- @param string_3 string
-- @param handle_4 handle
-- @param Vector_5 Vector
-- @param int_6 int
-- @param bool_7 bool
function CreateModifierThinker( handle_1, handle_2, string_3, handle_4, Vector_5, int_6, bool_7 ) end

---[[ CreateTempTree  Create a temporary tree. (vLocation, flDuration). ]]
-- @return #nil
-- @param Vector_1 Vector
-- @param float_2 float
function CreateTempTree( Vector_1, float_2 ) end

---[[ CreateTrigger  CreateTrigger( vecMin, vecMax ) . Creates and returns an AABB trigger ]]
-- @return handle
-- @param Vector_1 Vector
-- @param Vector_2 Vector
-- @param Vector_3 Vector
function CreateTrigger( Vector_1, Vector_2, Vector_3 ) end

---[[ CreateTriggerRadiusApproximate  CreateTriggerRadiusApproximate( vecOrigin, flRadius ) . Creates and returns an AABB trigger thats bigger than the radius provided ]]
-- @return handle
-- @param Vector_1 Vector
-- @param float_2 float
function CreateTriggerRadiusApproximate( Vector_1, float_2 ) end

---
-- [[ CreateUnitByName ]]
-- Creates a DOTA unit by its dota_npc_units.txt name.
-- @function [parent=#global] CreateUnitByName
-- @param #string  string_1 string
-- @param #CVector Vector_2 Vector
-- @param #boolean bool_3 bool
-- @param #CDOTA_BaseNPC  handle_4 handle
-- @param #table  handle_5 handle
-- @param #number  int_6 int
-- @return #CDOTA_BaseNPC the unit
function CreateUnitByName( string_1, Vector_2, bool_3, handle_4, handle_5, int_6 ) end

---[[ CreateUnitByNameAsync  Creates a DOTA unit by its dota_npc_units.txt name ]]
-- @return int
-- @param string_1 string
-- @param Vector_2 Vector
-- @param bool_3 bool
-- @param handle_4 handle
-- @param handle_5 handle
-- @param int_6 int
-- @param handle_7 handle
function CreateUnitByNameAsync( string_1, Vector_2, bool_3, handle_4, handle_5, int_6, handle_7 ) end

---[[ CreateUnitFromTable  Creates a DOTA unit by its dota_npc_units.txt name from a table of entity key values and a position to spawn at. ]]
-- @return #CDOTA_BaseNPC
-- @param handle_1 handle
-- @param Vector_2 Vector
function CreateUnitFromTable( handle_1, Vector_2 ) end

---[[ DebugBreak  Breaks in the debugger ]]
-- @return #nil
function DebugBreak(  ) end

---[[ DebugDrawBox  Draw a debug overlay box (origin, mins, maxs, forward, r, g, b, a, duration ) ]]
-- @return #nil
-- @param Vector_1 Vector
-- @param Vector_2 Vector
-- @param Vector_3 Vector
-- @param int_4 int
-- @param int_5 int
-- @param int_6 int
-- @param int_7 int
-- @param float_8 float
function DebugDrawBox( Vector_1, Vector_2, Vector_3, int_4, int_5, int_6, int_7, float_8 ) end

---[[ DebugDrawBoxDirection  Draw a debug forward box (cent, min, max, forward, vRgb, a, duration) ]]
-- @return #nil
-- @param Vector_1 Vector
-- @param Vector_2 Vector
-- @param Vector_3 Vector
-- @param Vector_4 Vector
-- @param Vector_5 Vector
-- @param float_6 float
-- @param float_7 float
function DebugDrawBoxDirection( Vector_1, Vector_2, Vector_3, Vector_4, Vector_5, float_6, float_7 ) end

---[[ DebugDrawCircle  Draw a debug circle (center, vRgb, a, rad, ztest, duration) ]]
-- @return #nil
-- @param Vector_1 Vector
-- @param Vector_2 Vector
-- @param float_3 float
-- @param float_4 float
-- @param bool_5 bool
-- @param float_6 float
function DebugDrawCircle( Vector_1, Vector_2, float_3, float_4, bool_5, float_6 ) end

---[[ DebugDrawClear  Try to clear all the debug overlay info ]]
-- @return #nil
function DebugDrawClear(  ) end

---[[ DebugDrawLine  Draw a debug overlay line (origin, target, r, g, b, ztest, duration) ]]
-- @return #nil
-- @param Vector_1 Vector
-- @param Vector_2 Vector
-- @param int_3 int
-- @param int_4 int
-- @param int_5 int
-- @param bool_6 bool
-- @param float_7 float
function DebugDrawLine( Vector_1, Vector_2, int_3, int_4, int_5, bool_6, float_7 ) end

---[[ DebugDrawLine_vCol  Draw a debug line using color vec (start, end, vRgb, a, ztest, duration) ]]
-- @return #nil
-- @param Vector_1 Vector
-- @param Vector_2 Vector
-- @param Vector_3 Vector
-- @param bool_4 bool
-- @param float_5 float
function DebugDrawLine_vCol( Vector_1, Vector_2, Vector_3, bool_4, float_5 ) end

---[[ DebugDrawScreenTextLine  Draw text with a line offset (x, y, lineOffset, text, r, g, b, a, duration) ]]
-- @return #nil
-- @param float_1 float
-- @param float_2 float
-- @param int_3 int
-- @param string_4 string
-- @param int_5 int
-- @param int_6 int
-- @param int_7 int
-- @param int_8 int
-- @param float_9 float
function DebugDrawScreenTextLine( float_1, float_2, int_3, string_4, int_5, int_6, int_7, int_8, float_9 ) end

---[[ DebugDrawSphere  Draw a debug sphere (center, vRgb, a, rad, ztest, duration) ]]
-- @return #nil
-- @param Vector_1 Vector
-- @param Vector_2 Vector
-- @param float_3 float
-- @param float_4 float
-- @param bool_5 bool
-- @param float_6 float
function DebugDrawSphere( Vector_1, Vector_2, float_3, float_4, bool_5, float_6 ) end

---[[ DebugDrawText  Draw text in 3d (origin, text, bViewCheck, duration) ]]
-- @return #nil
-- @param Vector_1 Vector
-- @param string_2 string
-- @param bool_3 bool
-- @param float_4 float
function DebugDrawText( Vector_1, string_2, bool_3, float_4 ) end

---[[ DebugScreenTextPretty  Draw pretty debug text (x, y, lineOffset, text, r, g, b, a, duration, font, size, bBold) ]]
-- @return #nil
-- @param float_1 float
-- @param float_2 float
-- @param int_3 int
-- @param string_4 string
-- @param int_5 int
-- @param int_6 int
-- @param int_7 int
-- @param int_8 int
-- @param float_9 float
-- @param string_10 string
-- @param int_11 int
-- @param bool_12 bool
function DebugScreenTextPretty( float_1, float_2, int_3, string_4, int_5, int_6, int_7, int_8, float_9, string_10, int_11, bool_12 ) end

---[[ DoCleaveAttack  (hAttacker, hTarget, hAbility, fDamage, fRadius, effectName) ]]
-- @return int
-- @param handle_1 handle
-- @param handle_2 handle
-- @param handle_3 handle
-- @param float_4 float
-- @param float_5 float
-- @param string_6 string
function DoCleaveAttack( handle_1, handle_2, handle_3, float_4, float_5, string_6 ) end

---[[ DoEntFire  #EntFire.Generate and entity i/o event ]]
-- @return #nil
-- @param string_1 string
-- @param string_2 string
-- @param string_3 string
-- @param float_4 float
-- @param handle_5 handle
-- @param handle_6 handle
function DoEntFire( string_1, string_2, string_3, float_4, handle_5, handle_6 ) end

---[[ DoEntFireByInstanceHandle  #EntFireByHandle.Generate and entity i/o event ]]
-- @return #nil
-- @param handle_1 handle
-- @param string_2 string
-- @param string_3 string
-- @param float_4 float
-- @param handle_5 handle
-- @param handle_6 handle
function DoEntFireByInstanceHandle( handle_1, string_2, string_3, float_4, handle_5, handle_6 ) end

---[[ DoIncludeScript  Execute a script (internal) ]]
-- @return bool
-- @param string_1 string
-- @param handle_2 handle
function DoIncludeScript( string_1, handle_2 ) end

---[[ DoScriptAssert  #ScriptAssert.Asserts the passed in value. Prints out a message and brings up the assert dialog. ]]
-- @return #nil
-- @param bool_1 bool
-- @param string_2 string
function DoScriptAssert( bool_1, string_2 ) end

---[[ DoUniqueString  #UniqueString.Generate a string guaranteed to be unique across the life of the script VM, with an optional root string. Useful for adding data to tables when not sure what keys are already in use in that table. ]]
-- @return string
-- @param string_1 string
function DoUniqueString( string_1 ) end

---[[ EmitGlobalSound  Play named sound for all players ]]
-- @return #nil
-- @param string_1 string
function EmitGlobalSound( string_1 ) end

---[[ EmitSoundOn  Play named sound on Entity ]]
-- @return #nil
-- @param string_1 string
-- @param handle_2 handle
function EmitSoundOn( string_1, handle_2 ) end

---[[ EmitSoundOnClient  Play named sound only on the client for the passed in player ]]
-- @return #nil
-- @param string_1 string
-- @param handle_2 handle
function EmitSoundOnClient( string_1, handle_2 ) end

---[[ EmitSoundOnLocationForAllies  Emit a sound on a location from a unit, only for players allied with that unit (vLocation, soundName, hCaster ]]
-- @return #nil
-- @param Vector_1 Vector
-- @param string_2 string
-- @param handle_3 handle
function EmitSoundOnLocationForAllies( Vector_1, string_2, handle_3 ) end

---[[ EmitSoundOnLocationWithCaster  Emit a sound on a location from a unit. (vLocation, soundName, hCaster). ]]
-- @return #nil
-- @param Vector_1 Vector
-- @param string_2 string
-- @param handle_3 handle
function EmitSoundOnLocationWithCaster( Vector_1, string_2, handle_3 ) end

---[[ EntIndexToHScript  Turn an entity index integer to an HScript representing that entity's script instance. ]]
-- @return #CBaseEntity
-- @param int_1 int
function EntIndexToHScript( int_1 ) end

---[[ ExecuteOrderFromTable  Issue an order from a script table ]]
-- @return #nil
-- @param handle_1 handle
function ExecuteOrderFromTable( handle_1 ) end

---[[ ExponentialDecay  Smooth curve decreasing slower as it approaches zero ]]
-- @return float
-- @param float_1 float
-- @param float_2 float
-- @param float_3 float
function ExponentialDecay( float_1, float_2, float_3 ) end

---[[ FindClearSpaceForUnit  Place a unit somewhere not already occupied. ]]
-- @return bool
-- @param handle_1 handle
-- @param Vector_2 Vector
-- @param bool_3 bool
function FindClearSpaceForUnit( handle_1, Vector_2, bool_3 ) end

---[[ FindUnitsInRadius  Finds the units in a given radius with the given flags. ]]
-- @return table
-- @param int_1 int
-- @param Vector_2 Vector
-- @param handle_3 handle
-- @param float_4 float
-- @param int_5 int
-- @param int_6 int
-- @param int_7 int
-- @param int_8 int
-- @param bool_9 bool
function FindUnitsInRadius( int_1, Vector_2, handle_3, float_4, int_5, int_6, int_7, int_8, bool_9 ) end

---[[ FireEntityIOInputNameOnly  Fire Entity's Action Input w/no data ]]
-- @return #nil
-- @param ehandle_1 ehandle
-- @param string_2 string
function FireEntityIOInputNameOnly( ehandle_1, string_2 ) end

---[[ FireEntityIOInputString  Fire Entity's Action Input with passed String - you own the memory ]]
-- @return #nil
-- @param ehandle_1 ehandle
-- @param string_2 string
-- @param string_3 string
function FireEntityIOInputString( ehandle_1, string_2, string_3 ) end

---[[ FireEntityIOInputVec  Fire Entity's Action Input with passed Vector - you own the memory ]]
-- @return #nil
-- @param ehandle_1 ehandle
-- @param string_2 string
-- @param Vector_3 Vector
function FireEntityIOInputVec( ehandle_1, string_2, Vector_3 ) end

---[[ FireGameEvent  Fire a game event. ]]
-- @return #nil
-- @param string_1 string
-- @param handle_2 handle
function FireGameEvent( string_1, handle_2 ) end

---[[ FireGameEventLocal  Fire a game event without broadcasting to the client. ]]
-- @return #nil
-- @param string_1 string
-- @param handle_2 handle
function FireGameEventLocal( string_1, handle_2 ) end

---[[ FrameTime  Get the time spent on the server in the last frame ]]
-- @return float
function FrameTime(  ) end

---[[ GetEntityIndexForTreeId  Get the enity index for a tree id specified as the entindex_target of a DOTA_UNIT_ORDER_CAST_TARGET_TREE. ]]
-- @return #number
-- @param unsigned_1 unsigned
function GetEntityIndexForTreeId( unsigned_1 ) end

---[[ GetFrameCount  Returns the engines current frame count ]]
-- @return int
function GetFrameCount(  ) end

---[[ GetFrostyBoostAmount   ]]
-- @return float
-- @param int_1 int
-- @param int_2 int
function GetFrostyBoostAmount( int_1, int_2 ) end

---[[ GetFrostyPointsForRound   ]]
-- @return int
-- @param int_1 int
-- @param int_2 int
-- @param int_3 int
function GetFrostyPointsForRound( int_1, int_2, int_3 ) end

---[[ GetGoldFrostyBoostAmount   ]]
-- @return float
-- @param int_1 int
-- @param int_2 int
function GetGoldFrostyBoostAmount( int_1, int_2 ) end

---[[ GetGoldFrostyPointsForRound   ]]
-- @return int
-- @param int_1 int
-- @param int_2 int
-- @param int_3 int
function GetGoldFrostyPointsForRound( int_1, int_2, int_3 ) end

---[[ GetGroundHeight   ]]
-- @return float
-- @param Vector_1 Vector
-- @param handle_2 handle
function GetGroundHeight( Vector_1, handle_2 ) end

---[[ GetGroundPosition  Returns the supplied position moved to the ground. Second parameter is an NPC for measuring movement collision hull offset. ]]
-- @return #CVector
-- @param Vector_1 Vector
-- @param handle_2 handle
function GetGroundPosition( Vector_1, handle_2 ) end

---[[ GetItemCost  Get the cost of an item by name. ]]
-- @return int
-- @param string_1 string
function GetItemCost( string_1 ) end

---[[ GetListenServerHost  Get the local player on a listen server. ]]
-- @return handle
function GetListenServerHost(  ) end

---[[ GetMapName  Get the name of the map. ]]
-- @return string
function GetMapName(  ) end

---[[ GetMaxOutputDelay  Get the longest delay for all events attached to an output ]]
-- @return float
-- @param ehandle_1 ehandle
-- @param string_2 string
function GetMaxOutputDelay( ehandle_1, string_2 ) end

---[[ GetPhysAngularVelocity  Get Angular Velocity for VPHYS or normal object ]]
-- @return #CVector
-- @param handle_1 handle
function GetPhysAngularVelocity( handle_1 ) end

---[[ GetPhysVelocity  Get Velocity for VPHYS or normal object ]]
-- @return #CVector
-- @param handle_1 handle
function GetPhysVelocity( handle_1 ) end

---[[ GetSystemDate  Get the current real world date ]]
-- @return string
function GetSystemDate(  ) end

---[[ GetSystemTime  Get the current real world time ]]
-- @return string
function GetSystemTime(  ) end

---[[ GetTeamHeroKills  ( int teamID ) ]]
-- @return int
-- @param int_1 int
function GetTeamHeroKills( int_1 ) end

---[[ GetTeamName  ( int teamID ) ]]
-- @return string
-- @param int_1 int
function GetTeamName( int_1 ) end

---[[ GetTreeIdForEntityIndex  Given and entity index of a tree, get the tree id for use for use with with unit orders. ]]
-- @return int
-- @param int_1 int
function GetTreeIdForEntityIndex( int_1 ) end

---[[ GetWorldMaxX  Gets the world's maximum X position. ]]
-- @return float
function GetWorldMaxX(  ) end

---[[ GetWorldMaxY  Gets the world's maximum Y position. ]]
-- @return float
function GetWorldMaxY(  ) end

---[[ GetWorldMinX  Gets the world's minimum X position. ]]
-- @return float
function GetWorldMinX(  ) end

---[[ GetWorldMinY  Gets the world's minimum Y position. ]]
-- @return float
function GetWorldMinY(  ) end

---[[ InitLogFile  If the given file doesn't exist, creates it with the given contents; does nothing if it exists ]]
-- @return #nil
-- @param string_1 string
-- @param string_2 string
function InitLogFile( string_1, string_2 ) end

---[[ IsDedicatedServer  Returns true if this server is a dedicated server. ]]
-- @return bool
function IsDedicatedServer(  ) end

---[[ IsMarkedForDeletion  Returns true if the entity is valid and marked for deletion. ]]
-- @return bool
-- @param handle_1 handle
function IsMarkedForDeletion( handle_1 ) end

---[[ IsServer  Returns true if this is lua running from the server.dll. ]]
-- @return bool
function IsServer(  ) end

---[[ IsValidEntity  Checks to see if the given hScript is a valid entity ]]
-- @return bool
-- @param handle_1 handle
function IsValidEntity( handle_1 ) end

---[[ LimitPathingSearchDepth  Set the limit on the pathfinding search space. ]]
-- @return #nil
-- @param float_1 float
function LimitPathingSearchDepth( float_1 ) end

---[[ LinkLuaModifier  Link a lua-defined modifier with the associated class ( className, fileName, LuaModifierType). ]]
-- @return #nil
-- @param string_1 string
-- @param string_2 string
-- @param int_3 int
function LinkLuaModifier( string_1, string_2, int_3 ) end

---[[ ListenToGameEvent  Register as a listener for a game event from script. ]]
-- @return int
-- @param string_1 string
-- @param handle_2 handle
-- @param handle_3 handle
function ListenToGameEvent( string_1, handle_2, handle_3 ) end

---[[ LoadKeyValues  Creates a table from the specified keyvalues text file ]]
-- @return table
-- @param string_1 string
function LoadKeyValues( string_1 ) end

---[[ LoadKeyValuesFromString  Creates a table from the specified keyvalues string ]]
-- @return table
-- @param string_1 string
function LoadKeyValuesFromString( string_1 ) end

---[[ MakeStringToken  Checks to see if the given hScript is a valid entity ]]
-- @return int
-- @param string_1 string
function MakeStringToken( string_1 ) end

---[[ MinimapEvent  Start a minimap event. (nTeamID, hEntity, nXCoord, nYCoord, nEventType, nEventDuration). ]]
-- @return #nil
-- @param int_1 int
-- @param handle_2 handle
-- @param int_3 int
-- @param int_4 int
-- @param int_5 int
-- @param int_6 int
function MinimapEvent( int_1, handle_2, int_3, int_4, int_5, int_6 ) end

---[[ Msg  Print a message ]]
-- @return #nil
-- @param string_1 string
function Msg( string_1 ) end

---[[ PauseGame  Pause or unpause the game. ]]
-- @return #nil
-- @param bool_1 bool
function PauseGame( bool_1 ) end

---[[ PlayerInstanceFromIndex  Get a script instance of a player by index. ]]
-- @return handle
-- @param int_1 int
function PlayerInstanceFromIndex( int_1 ) end

---[[ PrecacheEntityFromTable  Precache an entity from KeyValues in table ]]
-- @return #nil
-- @param string_1 string
-- @param handle_2 handle
-- @param handle_3 handle
function PrecacheEntityFromTable( string_1, handle_2, handle_3 ) end

---[[ PrecacheEntityListFromTable  Precache a list of entity KeyValues tables ]]
-- @return #nil
-- @param handle_1 handle
-- @param handle_2 handle
function PrecacheEntityListFromTable( handle_1, handle_2 ) end

---[[ PrecacheItemByNameAsync  Asynchronously precaches a DOTA item by its dota_npc_items.txt name, provides a callback when it's finished. ]]
-- @return #nil
-- @param string_1 string
-- @param handle_2 handle
function PrecacheItemByNameAsync( string_1, handle_2 ) end

---[[ PrecacheItemByNameSync  Precaches a DOTA item by its dota_npc_items.txt name ]]
-- @return #nil
-- @param string_1 string
-- @param handle_2 handle
function PrecacheItemByNameSync( string_1, handle_2 ) end

---[[ PrecacheModel  ( modelName, context ) - Manually precache a single model ]]
-- @return #nil
-- @param string_1 string
-- @param handle_2 handle
function PrecacheModel( string_1, handle_2 ) end

---[[ PrecacheResource  Manually precache a single resource ]]
-- @return #nil
-- @param string_1 string
-- @param string_2 string
-- @param handle_3 handle
function PrecacheResource( string_1, string_2, handle_3 ) end

---[[ PrecacheUnitByNameAsync  Asynchronously precaches a DOTA unit by its dota_npc_units.txt name, provides a callback when it's finished. ]]
-- @return #nil
-- @param string_1 string
-- @param handle_2 handle
-- @param int_3 int
function PrecacheUnitByNameAsync( string_1, handle_2, int_3 ) end

---[[ PrecacheUnitByNameSync  Precaches a DOTA unit by its dota_npc_units.txt name ]]
-- @return #nil
-- @param string_1 string
-- @param handle_2 handle
-- @param int_3 int
function PrecacheUnitByNameSync( string_1, handle_2, int_3 ) end

---[[ PrintLinkedConsoleMessage  Print a console message with a linked console command ]]
-- @return #nil
-- @param string_1 string
-- @param string_2 string
function PrintLinkedConsoleMessage( string_1, string_2 ) end

---[[ RandomFloat  Get a random float within a range ]]
-- @return float
-- @param float_1 float
-- @param float_2 float
function RandomFloat( float_1, float_2 ) end

---[[ RandomInt  Get a random int within a range ]]
-- @return int
-- @param int_1 int
-- @param int_2 int
function RandomInt( int_1, int_2 ) end

---[[ RandomVector  Get a random 2D vector of the given length. ]]
-- @return #CVector
-- @param float_1 float
function RandomVector( float_1 ) end

---[[ RegisterSpawnGroupFilterProxy  Create a C proxy for a script-based spawn group filter ]]
-- @return #nil
-- @param string_1 string
function RegisterSpawnGroupFilterProxy( string_1 ) end

---[[ ReloadMOTD  Reloads the MotD file ]]
-- @return #nil
function ReloadMOTD(  ) end

---[[ RemoveSpawnGroupFilterProxy  Remove the C proxy for a script-based spawn group filter ]]
-- @return #nil
-- @param string_1 string
function RemoveSpawnGroupFilterProxy( string_1 ) end

---[[ ResolveNPCPositions  Check and fix units that have been assigned a position inside collision radius of other NPCs. ]]
-- @return #nil
-- @param Vector_1 Vector
-- @param float_2 float
function ResolveNPCPositions( Vector_1, float_2 ) end

---[[ RollPercentage  (int nPct) ]]
-- @return bool
-- @param int_1 int
function RollPercentage( int_1 ) end

---[[ RotateOrientation  Rotate a QAngle by another QAngle. ]]
-- @return QAngle
-- @param QAngle_1 QAngle
-- @param QAngle_2 QAngle
function RotateOrientation( QAngle_1, QAngle_2 ) end

---[[ RotatePosition  Rotate a Vector around a point. ]]
-- @return #CVector
-- @param Vector_1 Vector
-- @param QAngle_2 QAngle
-- @param Vector_3 Vector
function RotatePosition( Vector_1, QAngle_2, Vector_3 ) end

---[[ RotateQuaternionByAxisAngle  (quaternion,vector,float) rotates a quaternion by the specified angle around the specified vector axis ]]
-- @return Quaternion
-- @param Quaternion_1 Quaternion
-- @param Vector_2 Vector
-- @param float_3 float
function RotateQuaternionByAxisAngle( Quaternion_1, Vector_2, float_3 ) end

---[[ RotationDelta  Find the delta between two QAngles. ]]
-- @return QAngle
-- @param QAngle_1 QAngle
-- @param QAngle_2 QAngle
function RotationDelta( QAngle_1, QAngle_2 ) end

---[[ Say  Have Entity say string, and teamOnly or not ]]
-- @return #nil
-- @param handle_1 handle
-- @param string_2 string
-- @param bool_3 bool
function Say( handle_1, string_2, bool_3 ) end

---[[ ScreenShake  Start a screenshake with the following parameters. vecCenter, flAmplitude, flFrequency, flDuration, flRadius, eCommand( SHAKE_START = 0, SHAKE_STOP = 1 ), bAirShake ]]
-- @return #nil
-- @param Vector_1 Vector
-- @param float_2 float
-- @param float_3 float
-- @param float_4 float
-- @param float_5 float
-- @param int_6 int
-- @param bool_7 bool
function ScreenShake( Vector_1, float_2, float_3, float_4, float_5, int_6, bool_7 ) end

---[[ SendFrostivusTimeElapsedToGC   ]]
-- @return #nil
function SendFrostivusTimeElapsedToGC(  ) end

---[[ SendFrostyPointsMessageToGC   ]]
-- @return #nil
-- @param handle_1 handle
function SendFrostyPointsMessageToGC( handle_1 ) end

---[[ SendOverheadEventMessage  ( DOTAPlayer sendToPlayer, int iMessageType, Entity targetEntity, int iValue, DOTAPlayer sourcePlayer ) - sendToPlayer and sourcePlayer can be nil - iMessageType is one of OVERHEAD_ALERT_* ]]
-- @return #nil
-- @param handle_1 handle
-- @param int_2 int
-- @param handle_3 handle
-- @param int_4 int
-- @param handle_5 handle
function SendOverheadEventMessage( handle_1, int_2, handle_3, int_4, handle_5 ) end

---[[ SendToConsole  Send a string to the console as a client command ]]
-- @return #nil
-- @param string_1 string
function SendToConsole( string_1 ) end

---[[ SendToServerConsole  Send a string to the console as a server command ]]
-- @return #nil
-- @param string_1 string
function SendToServerConsole( string_1 ) end

---[[ SetOpvarFloatAll  Sets an opvar value for all players ]]
-- @return #nil
-- @param string_1 string
-- @param string_2 string
-- @param string_3 string
-- @param float_4 float
function SetOpvarFloatAll( string_1, string_2, string_3, float_4 ) end

---[[ SetOpvarFloatPlayer  Sets an opvar value for a single player ]]
-- @return #nil
-- @param string_1 string
-- @param string_2 string
-- @param string_3 string
-- @param float_4 float
-- @param handle_5 handle
function SetOpvarFloatPlayer( string_1, string_2, string_3, float_4, handle_5 ) end

---[[ SetQuestName  Set the current quest name. ]]
-- @return #nil
-- @param string_1 string
function SetQuestName( string_1 ) end

---[[ SetQuestPhase  Set the current quest phase. ]]
-- @return #nil
-- @param int_1 int
function SetQuestPhase( int_1 ) end

---[[ SetRenderingEnabled  Set rendering on/off for an ehandle ]]
-- @return #nil
-- @param ehandle_1 ehandle
-- @param bool_2 bool
function SetRenderingEnabled( ehandle_1, bool_2 ) end

---[[ SetTeamCustomHealthbarColor  ( teamNumber, r, g, b ) ]]
-- @return #nil
-- @param int_1 int
-- @param int_2 int
-- @param int_3 int
-- @param int_4 int
function SetTeamCustomHealthbarColor( int_1, int_2, int_3, int_4 ) end

---[[ ShowCustomHeaderMessage  ( const char *pszMessage, int nPlayerID, int nValue, float flTime ) - Supports localized strings - %s1 = PlayerName, %s2 = Value, %s3 = TeamName ]]
-- @return #nil
-- @param string_1 string
-- @param int_2 int
-- @param int_3 int
-- @param float_4 float
function ShowCustomHeaderMessage( string_1, int_2, int_3, float_4 ) end

---[[ ShowGenericPopup  Show a generic popup dialog for all players. ]]
-- @return #nil
-- @param string_1 string
-- @param string_2 string
-- @param string_3 string
-- @param string_4 string
-- @param int_5 int
function ShowGenericPopup( string_1, string_2, string_3, string_4, int_5 ) end

---[[ ShowGenericPopupToPlayer  Show a generic popup dialog to a specific player. ]]
-- @return #nil
-- @param handle_1 handle
-- @param string_2 string
-- @param string_3 string
-- @param string_4 string
-- @param string_5 string
-- @param int_6 int
function ShowGenericPopupToPlayer( handle_1, string_2, string_3, string_4, string_5, int_6 ) end

---[[ ShowMessage  Print a hud message on all clients ]]
-- @return #nil
-- @param string_1 string
function ShowMessage( string_1 ) end

---[[ SpawnEntityFromTableSynchronous  Synchronously spawns a single entity from a table ]]
-- @return #CBaseEntity
-- @param string_1 string
-- @param handle_2 handle
function SpawnEntityFromTableSynchronous( string_1, handle_2 ) end

---[[ SpawnEntityGroupFromTable  Hierarchically spawn an entity group from a set of spawn tables. ]]
-- @return #boolean
-- @param handle_1 handle
-- @param bool_2 bool
-- @param handle_3 handle
function SpawnEntityGroupFromTable( handle_1, bool_2, handle_3 ) end

---[[ SpawnEntityListFromTableAsynchronous  Asynchronously spawn an entity group from a list of spawn tables. A callback will be triggered when the spawning is complete ]]
-- @return int
-- @param handle_1 handle
-- @param handle_2 handle
function SpawnEntityListFromTableAsynchronous( handle_1, handle_2 ) end

---[[ SpawnEntityListFromTableSynchronous  Synchronously spawn an entity group from a list of spawn tables. ]]
-- @return handle
-- @param handle_1 handle
function SpawnEntityListFromTableSynchronous( handle_1 ) end

---[[ SplineQuaternions  (quaternion,quaternion,float) very basic interpolation of v0 to v1 over t on [0,1] ]]
-- @return Quaternion
-- @param Quaternion_1 Quaternion
-- @param Quaternion_2 Quaternion
-- @param float_3 float
function SplineQuaternions( Quaternion_1, Quaternion_2, float_3 ) end

---[[ SplineVectors  (vector,vector,float) very basic interpolation of v0 to v1 over t on [0,1] ]]
-- @return #CVector
-- @param Vector_1 Vector
-- @param Vector_2 Vector
-- @param float_3 float
function SplineVectors( Vector_1, Vector_2, float_3 ) end

---[[ StartSoundEvent  Start a sound event ]]
-- @return #nil
-- @param string_1 string
-- @param handle_2 handle
function StartSoundEvent( string_1, handle_2 ) end

---[[ StartSoundEventFromPosition  Start a sound event from position ]]
-- @return #nil
-- @param string_1 string
-- @param Vector_2 Vector
function StartSoundEventFromPosition( string_1, Vector_2 ) end

---[[ StartSoundEventFromPositionReliable  Start a sound event from position with reliable delivery ]]
-- @return #nil
-- @param string_1 string
-- @param Vector_2 Vector
function StartSoundEventFromPositionReliable( string_1, Vector_2 ) end

---[[ StartSoundEventFromPositionUnreliable  Start a sound event from position with optional delivery ]]
-- @return #nil
-- @param string_1 string
-- @param Vector_2 Vector
function StartSoundEventFromPositionUnreliable( string_1, Vector_2 ) end

---[[ StartSoundEventReliable  Start a sound event with reliable delivery ]]
-- @return #nil
-- @param string_1 string
-- @param handle_2 handle
function StartSoundEventReliable( string_1, handle_2 ) end

---[[ StartSoundEventUnreliable  Start a sound event with optional delivery ]]
-- @return #nil
-- @param string_1 string
-- @param handle_2 handle
function StartSoundEventUnreliable( string_1, handle_2 ) end

---[[ StopEffect  Pass entity and effect name ]]
-- @return #nil
-- @param handle_1 handle
-- @param string_2 string
function StopEffect( handle_1, string_2 ) end

---[[ StopListeningToAllGameEvents  Stop listening to all game events within a specific context. ]]
-- @return #nil
-- @param handle_1 handle
function StopListeningToAllGameEvents( handle_1 ) end

---[[ StopListeningToGameEvent  Stop listening to a particular game event. ]]
-- @return bool
-- @param int_1 int
function StopListeningToGameEvent( int_1 ) end

---[[ StopSoundEvent  Stops a sound event with optional delivery ]]
-- @return #nil
-- @param string_1 string
-- @param handle_2 handle
function StopSoundEvent( string_1, handle_2 ) end

---[[ StopSoundOn  Stop named sound on Entity ]]
-- @return #nil
-- @param string_1 string
-- @param handle_2 handle
function StopSoundOn( string_1, handle_2 ) end

---[[ Time  Get the current server time ]]
-- @return float
function Time(  ) end

---[[ TraceCollideable  Pass table - Inputs. start, end, ent, (optional mins, maxs) -- outputs. pos, fraction, hit, startsolid, normal ]]
-- @return bool
-- @param handle_1 handle
function TraceCollideable( handle_1 ) end

---[[ TraceHull  Pass table - Inputs. start, end, min, max, mask, ignore  -- outputs. pos, fraction, hit, enthit, startsolid ]]
-- @return bool
-- @param handle_1 handle
function TraceHull( handle_1 ) end

---[[ TraceLine  Pass table - Inputs. startpos, endpos, mask, ignore  -- outputs. pos, fraction, hit, enthit, startsolid ]]
-- @return bool
-- @param handle_1 handle
function TraceLine( handle_1 ) end

---[[ UTIL_MessageText  Sends colored text to one client. ]]
-- @return #nil
-- @param int_1 int
-- @param string_2 string
-- @param int_3 int
-- @param int_4 int
-- @param int_5 int
-- @param int_6 int
function UTIL_MessageText( int_1, string_2, int_3, int_4, int_5, int_6 ) end

---[[ UTIL_MessageTextAll  Sends colored text to all clients. ]]
-- @return #nil
-- @param string_1 string
-- @param int_2 int
-- @param int_3 int
-- @param int_4 int
-- @param int_5 int
function UTIL_MessageTextAll( string_1, int_2, int_3, int_4, int_5 ) end

---[[ UTIL_MessageTextAll_WithContext  Sends colored text to all clients. (Valid context keys. player_id, value, team_id) ]]
-- @return #nil
-- @param string_1 string
-- @param int_2 int
-- @param int_3 int
-- @param int_4 int
-- @param int_5 int
-- @param handle_6 handle
function UTIL_MessageTextAll_WithContext( string_1, int_2, int_3, int_4, int_5, handle_6 ) end

---[[ UTIL_MessageText_WithContext  Sends colored text to one client. (Valid context keys. player_id, value, team_id) ]]
-- @return #nil
-- @param int_1 int
-- @param string_2 string
-- @param int_3 int
-- @param int_4 int
-- @param int_5 int
-- @param int_6 int
-- @param handle_7 handle
function UTIL_MessageText_WithContext( int_1, string_2, int_3, int_4, int_5, int_6, handle_7 ) end

---[[ UTIL_Remove  Removes the specified entity ]]
-- @return #nil
-- @param handle_1 handle
function UTIL_Remove( handle_1 ) end

---[[ UTIL_RemoveImmediate  Immediately removes the specified entity ]]
-- @return #nil
-- @param handle_1 handle
function UTIL_RemoveImmediate( handle_1 ) end

---[[ UTIL_ResetMessageText  Clear all message text on one client. ]]
-- @return #nil
-- @param int_1 int
function UTIL_ResetMessageText( int_1 ) end

---[[ UTIL_ResetMessageTextAll  Clear all message text from all clients. ]]
-- @return #nil
function UTIL_ResetMessageTextAll(  ) end

---[[ UnitFilter  Check if a unit passes a set of filters. (hNPC, nTargetTeam, nTargetType, nTargetFlags, nTeam ]]
-- @return int
-- @param handle_1 handle
-- @param int_2 int
-- @param int_3 int
-- @param int_4 int
-- @param int_5 int
function UnitFilter( handle_1, int_2, int_3, int_4, int_5 ) end

---[[ UnloadSpawnGroup  Unload a spawn group by name ]]
-- @return #nil
-- @param string_1 string
function UnloadSpawnGroup( string_1 ) end

---[[ UnloadSpawnGroupByHandle  Unload a spawn group by handle ]]
-- @return #nil
-- @param int_1 int
function UnloadSpawnGroupByHandle( int_1 ) end

---[[ UpdateEventPoints   ]]
-- @return #nil
-- @param handle_1 handle
function UpdateEventPoints( handle_1 ) end

---[[ VectorToAngles  Get Qangles (with no roll) for a Vector. ]]
-- @return QAngle
-- @param Vector_1 Vector
function VectorToAngles( Vector_1 ) end

---[[ Warning  Print a warning ]]
-- @return #nil
-- @param string_1 string
function Warning( string_1 ) end

---[[ cvar_getf  Gets the value of the given cvar, as a float. ]]
-- @return float
-- @param string_1 string
function cvar_getf( string_1 ) end

---[[ cvar_setf  Sets the value of the given cvar, as a float. ]]
-- @return bool
-- @param string_1 string
-- @param float_2 float
function cvar_setf( string_1, float_2 ) end

---[[ rr_AddDecisionRule  Add a rule to the decision database. ]]
-- @return bool
-- @param handle_1 handle
function rr_AddDecisionRule( handle_1 ) end

---[[ rr_CommitAIResponse  Commit the result of QueryBestResponse back to the given entity to play. Call with params (entity, airesponse) ]]
-- @return bool
-- @param handle_1 handle
-- @param handle_2 handle
function rr_CommitAIResponse( handle_1, handle_2 ) end

---[[ rr_GetResponseTargets  Retrieve a table of all available expresser targets, in the form { name . handle, name. handle }. ]]
-- @return handle
function rr_GetResponseTargets(  ) end

---[[ rr_QueryBestResponse  Params. (entity, query) . tests 'query' against entity's response system and returns the best response found (or null if none found). ]]
-- @return bool
-- @param handle_1 handle
-- @param handle_2 handle
-- @param handle_3 handle
function rr_QueryBestResponse( handle_1, handle_2, handle_3 ) end


--- Enum AbilityLearnResult_t
ABILITY_CANNOT_BE_UPGRADED_AT_MAX = 2
ABILITY_CANNOT_BE_UPGRADED_NOT_UPGRADABLE = 1
ABILITY_CANNOT_BE_UPGRADED_REQUIRES_LEVEL = 3
ABILITY_CAN_BE_UPGRADED = 0
ABILITY_NOT_LEARNABLE = 4

--- Enum Attributes
DOTA_ATTRIBUTE_AGILITY = 1
DOTA_ATTRIBUTE_INTELLECT = 2
DOTA_ATTRIBUTE_INVALID = -1
DOTA_ATTRIBUTE_MAX = 3
DOTA_ATTRIBUTE_STRENGTH = 0

--- Enum DAMAGE_TYPES
DAMAGE_TYPE_ALL = 7
DAMAGE_TYPE_HP_REMOVAL = 8
DAMAGE_TYPE_MAGICAL = 2
DAMAGE_TYPE_NONE = 0
DAMAGE_TYPE_PHYSICAL = 1
DAMAGE_TYPE_PURE = 4

--- Enum DOTAAbilitySpeakTrigger_t
DOTA_ABILITY_SPEAK_CAST = 1
DOTA_ABILITY_SPEAK_START_ACTION_PHASE = 0

--- Enum DOTADamageFlag_t
DOTA_DAMAGE_FLAG_BYPASSES_BLOCK = 8
DOTA_DAMAGE_FLAG_BYPASSES_INVULNERABILITY = 4
DOTA_DAMAGE_FLAG_HPLOSS = 32
DOTA_DAMAGE_FLAG_IGNORES_MAGIC_ARMOR = 1
DOTA_DAMAGE_FLAG_IGNORES_PHYSICAL_ARMOR = 2
DOTA_DAMAGE_FLAG_NONE = 0
DOTA_DAMAGE_FLAG_NON_LETHAL = 128
DOTA_DAMAGE_FLAG_NO_DAMAGE_MULTIPLIERS = 512
DOTA_DAMAGE_FLAG_NO_DIRECTOR_EVENT = 64
DOTA_DAMAGE_FLAG_REFLECTION = 16
DOTA_DAMAGE_FLAG_USE_COMBAT_PROFICIENCY = 256

--- Enum DOTAHUDVisibility_t
DOTA_HUD_VISIBILITY_ACTION_MINIMAP = 4
DOTA_HUD_VISIBILITY_ACTION_PANEL = 3
DOTA_HUD_VISIBILITY_COUNT = 13
DOTA_HUD_VISIBILITY_INVENTORY_COURIER = 9
DOTA_HUD_VISIBILITY_INVENTORY_GOLD = 11
DOTA_HUD_VISIBILITY_INVENTORY_ITEMS = 7
DOTA_HUD_VISIBILITY_INVENTORY_PANEL = 5
DOTA_HUD_VISIBILITY_INVENTORY_PROTECT = 10
DOTA_HUD_VISIBILITY_INVENTORY_QUICKBUY = 8
DOTA_HUD_VISIBILITY_INVENTORY_SHOP = 6
DOTA_HUD_VISIBILITY_SHOP_SUGGESTEDITEMS = 12
DOTA_HUD_VISIBILITY_TOP_HEROES = 1
DOTA_HUD_VISIBILITY_TOP_SCOREBOARD = 2
DOTA_HUD_VISIBILITY_TOP_TIMEOFDAY = 0

--- Enum DOTAInventoryFlags_t
DOTA_INVENTORY_ALLOW_DROP_AT_FOUNTAIN = 8
DOTA_INVENTORY_ALLOW_DROP_ON_GROUND = 4
DOTA_INVENTORY_ALLOW_MAIN = 1
DOTA_INVENTORY_ALLOW_NONE = 0
DOTA_INVENTORY_ALLOW_STASH = 2
DOTA_INVENTORY_ALL_ACCESS = 3
DOTA_INVENTORY_LIMIT_DROP_ON_GROUND = 16

--- Enum DOTALimits_t
DOTA_DEFAULT_MAX_TEAM = 5 -- Default number of players per team.
DOTA_DEFAULT_MAX_TEAM_PLAYERS = 10 -- Default number of non-spectator players supported.
DOTA_MAX_PLAYERS = 64 -- Max number of players connected to the server including spectators.
DOTA_MAX_PLAYER_TEAMS = 10 -- Max number of player teams supported.
DOTA_MAX_SPECTATOR_TEAM_SIZE = 40 -- How many spectators can watch.
DOTA_MAX_TEAM = 24 -- Max number of players per team.
DOTA_MAX_TEAM_PLAYERS = 24 -- Max number of non-spectator players supported.

--- Enum DOTAMinimapEvent_t
DOTA_MINIMAP_EVENT_ANCIENT_UNDER_ATTACK = 2
DOTA_MINIMAP_EVENT_BASE_GLYPHED = 8
DOTA_MINIMAP_EVENT_BASE_UNDER_ATTACK = 4
DOTA_MINIMAP_EVENT_CANCEL_TELEPORTING = 2048
DOTA_MINIMAP_EVENT_ENEMY_TELEPORTING = 1024
DOTA_MINIMAP_EVENT_HINT_LOCATION = 512
DOTA_MINIMAP_EVENT_TEAMMATE_DIED = 64
DOTA_MINIMAP_EVENT_TEAMMATE_TELEPORTING = 32
DOTA_MINIMAP_EVENT_TEAMMATE_UNDER_ATTACK = 16
DOTA_MINIMAP_EVENT_TUTORIAL_TASK_ACTIVE = 128
DOTA_MINIMAP_EVENT_TUTORIAL_TASK_FINISHED = 256

--- Enum DOTAModifierAttribute_t
MODIFIER_ATTRIBUTE_IGNORE_INVULNERABLE = 4
MODIFIER_ATTRIBUTE_MULTIPLE = 2
MODIFIER_ATTRIBUTE_NONE = 0
MODIFIER_ATTRIBUTE_PERMANENT = 1

--- Enum DOTAMusicStatus_t
DOTA_MUSIC_STATUS_BATTLE = 2
DOTA_MUSIC_STATUS_DEAD = 4
DOTA_MUSIC_STATUS_EXPLORATION = 1
DOTA_MUSIC_STATUS_LAST = 5
DOTA_MUSIC_STATUS_NONE = 0
DOTA_MUSIC_STATUS_PRE_GAME_EXPLORATION = 3

--- Enum DOTAScriptInventorySlot_t
DOTA_ITEM_SLOT_1 = 0
DOTA_ITEM_SLOT_2 = 1
DOTA_ITEM_SLOT_3 = 2
DOTA_ITEM_SLOT_4 = 3
DOTA_ITEM_SLOT_5 = 4
DOTA_ITEM_SLOT_6 = 5
DOTA_STASH_SLOT_1 = 6
DOTA_STASH_SLOT_2 = 7
DOTA_STASH_SLOT_3 = 8
DOTA_STASH_SLOT_4 = 9
DOTA_STASH_SLOT_5 = 10
DOTA_STASH_SLOT_6 = 11

--- Enum DOTASlotType_t
DOTA_LOADOUT_TYPE_ABILITY1 = 22
DOTA_LOADOUT_TYPE_ABILITY2 = 23
DOTA_LOADOUT_TYPE_ABILITY3 = 24
DOTA_LOADOUT_TYPE_ABILITY4 = 25
DOTA_LOADOUT_TYPE_ABILITY_ATTACK = 21
DOTA_LOADOUT_TYPE_ABILITY_ULTIMATE = 26
DOTA_LOADOUT_TYPE_ACTION_ITEM = 28
DOTA_LOADOUT_TYPE_AMBIENT_EFFECTS = 20
DOTA_LOADOUT_TYPE_ANNOUNCER = 30
DOTA_LOADOUT_TYPE_ARMOR = 7
DOTA_LOADOUT_TYPE_ARMS = 6
DOTA_LOADOUT_TYPE_BACK = 10
DOTA_LOADOUT_TYPE_BELT = 8
DOTA_LOADOUT_TYPE_BLINK_EFFECT = 41
DOTA_LOADOUT_TYPE_BODY_HEAD = 15
DOTA_LOADOUT_TYPE_COUNT = 44
DOTA_LOADOUT_TYPE_COURIER = 29
DOTA_LOADOUT_TYPE_CURSOR_PACK = 39
DOTA_LOADOUT_TYPE_GLOVES = 12
DOTA_LOADOUT_TYPE_HEAD = 4
DOTA_LOADOUT_TYPE_HEROIC_STATUE = 37
DOTA_LOADOUT_TYPE_HUD_SKIN = 34
DOTA_LOADOUT_TYPE_INVALID = -1
DOTA_LOADOUT_TYPE_LEGS = 11
DOTA_LOADOUT_TYPE_LOADING_SCREEN = 35
DOTA_LOADOUT_TYPE_MEGA_KILLS = 31
DOTA_LOADOUT_TYPE_MISC = 14
DOTA_LOADOUT_TYPE_MOUNT = 16
DOTA_LOADOUT_TYPE_MULTIKILL_BANNER = 38
DOTA_LOADOUT_TYPE_MUSIC = 32
DOTA_LOADOUT_TYPE_NECK = 9
DOTA_LOADOUT_TYPE_NONE = 43
DOTA_LOADOUT_TYPE_OFFHAND_WEAPON = 1
DOTA_LOADOUT_TYPE_OFFHAND_WEAPON2 = 3
DOTA_LOADOUT_TYPE_SHAPESHIFT = 18
DOTA_LOADOUT_TYPE_SHOULDER = 5
DOTA_LOADOUT_TYPE_SUMMON = 17
DOTA_LOADOUT_TYPE_TAIL = 13
DOTA_LOADOUT_TYPE_TAUNT = 19
DOTA_LOADOUT_TYPE_TEAM_SHOWCASE = 42
DOTA_LOADOUT_TYPE_TELEPORT_EFFECT = 40
DOTA_LOADOUT_TYPE_VOICE = 27
DOTA_LOADOUT_TYPE_WARD = 33
DOTA_LOADOUT_TYPE_WEAPON = 0
DOTA_LOADOUT_TYPE_WEAPON2 = 2
DOTA_LOADOUT_TYPE_WEATHER = 36
DOTA_PLAYER_LOADOUT_END = 42
DOTA_PLAYER_LOADOUT_START = 28

--- Enum DOTASpeechType_t
DOTA_SPEECH_BAD_TEAM = 7
DOTA_SPEECH_GOOD_TEAM = 6
DOTA_SPEECH_RECIPIENT_TYPE_MAX = 9
DOTA_SPEECH_SPECTATOR = 8
DOTA_SPEECH_USER_ALL = 5
DOTA_SPEECH_USER_INVALID = 0
DOTA_SPEECH_USER_NEARBY = 4
DOTA_SPEECH_USER_SINGLE = 1
DOTA_SPEECH_USER_TEAM = 2
DOTA_SPEECH_USER_TEAM_NEARBY = 3

--- Enum DOTATeam_t
DOTA_TEAM_BADGUYS = 3
DOTA_TEAM_COUNT = 14
DOTA_TEAM_CUSTOM_1 = 6
DOTA_TEAM_CUSTOM_2 = 7
DOTA_TEAM_CUSTOM_3 = 8
DOTA_TEAM_CUSTOM_4 = 9
DOTA_TEAM_CUSTOM_5 = 10
DOTA_TEAM_CUSTOM_6 = 11
DOTA_TEAM_CUSTOM_7 = 12
DOTA_TEAM_CUSTOM_8 = 13
DOTA_TEAM_CUSTOM_COUNT = 8
DOTA_TEAM_CUSTOM_MAX = 13
DOTA_TEAM_CUSTOM_MIN = 6
DOTA_TEAM_FIRST = 2
DOTA_TEAM_GOODGUYS = 2
DOTA_TEAM_NEUTRALS = 4
DOTA_TEAM_NOTEAM = 5

--- Enum DOTAUnitAttackCapability_t
DOTA_UNIT_CAP_MELEE_ATTACK = 1
DOTA_UNIT_CAP_NO_ATTACK = 0
DOTA_UNIT_CAP_RANGED_ATTACK = 2

--- Enum DOTAUnitMoveCapability_t
DOTA_UNIT_CAP_MOVE_FLY = 2
DOTA_UNIT_CAP_MOVE_GROUND = 1
DOTA_UNIT_CAP_MOVE_NONE = 0

--- Enum DOTA_ABILITY_BEHAVIOR
DOTA_ABILITY_BEHAVIOR_AOE = 32
DOTA_ABILITY_BEHAVIOR_ATTACK = 131072
DOTA_ABILITY_BEHAVIOR_AURA = 65536
DOTA_ABILITY_BEHAVIOR_AUTOCAST = 4096
DOTA_ABILITY_BEHAVIOR_CHANNELLED = 128
DOTA_ABILITY_BEHAVIOR_DIRECTIONAL = 1024
DOTA_ABILITY_BEHAVIOR_DONT_ALERT_TARGET = 16777216
DOTA_ABILITY_BEHAVIOR_DONT_CANCEL_CHANNEL = 536870912
DOTA_ABILITY_BEHAVIOR_DONT_CANCEL_MOVEMENT = 8388608
DOTA_ABILITY_BEHAVIOR_DONT_RESUME_ATTACK = 33554432
DOTA_ABILITY_BEHAVIOR_DONT_RESUME_MOVEMENT = 262144
DOTA_ABILITY_BEHAVIOR_HIDDEN = 1
DOTA_ABILITY_BEHAVIOR_IGNORE_BACKSWING = 134217728
DOTA_ABILITY_BEHAVIOR_IGNORE_CHANNEL = 4194304
DOTA_ABILITY_BEHAVIOR_IGNORE_PSEUDO_QUEUE = 2097152
DOTA_ABILITY_BEHAVIOR_IMMEDIATE = 2048
DOTA_ABILITY_BEHAVIOR_ITEM = 256
DOTA_ABILITY_BEHAVIOR_NONE = 0
DOTA_ABILITY_BEHAVIOR_NORMAL_WHEN_STOLEN = 67108864
DOTA_ABILITY_BEHAVIOR_NOT_LEARNABLE = 64
DOTA_ABILITY_BEHAVIOR_NO_TARGET = 4
DOTA_ABILITY_BEHAVIOR_OPTIONAL_NO_TARGET = 32768
DOTA_ABILITY_BEHAVIOR_OPTIONAL_POINT = 16384
DOTA_ABILITY_BEHAVIOR_OPTIONAL_UNIT_TARGET = 8192
DOTA_ABILITY_BEHAVIOR_PASSIVE = 2
DOTA_ABILITY_BEHAVIOR_POINT = 16
DOTA_ABILITY_BEHAVIOR_ROOT_DISABLES = 524288
DOTA_ABILITY_BEHAVIOR_RUNE_TARGET = 268435456
DOTA_ABILITY_BEHAVIOR_TOGGLE = 512
DOTA_ABILITY_BEHAVIOR_UNIT_TARGET = 8
DOTA_ABILITY_BEHAVIOR_UNRESTRICTED = 1048576
DOTA_ABILITY_LAST_BEHAVIOR = 536870912

--- Enum DOTA_GameState
DOTA_GAMERULES_STATE_CUSTOM_GAME_SETUP = 2
DOTA_GAMERULES_STATE_DISCONNECT = 9
DOTA_GAMERULES_STATE_GAME_IN_PROGRESS = 7
DOTA_GAMERULES_STATE_HERO_SELECTION = 3
DOTA_GAMERULES_STATE_INIT = 0
DOTA_GAMERULES_STATE_POST_GAME = 8
DOTA_GAMERULES_STATE_PRE_GAME = 6
DOTA_GAMERULES_STATE_STRATEGY_TIME = 4
DOTA_GAMERULES_STATE_TEAM_SHOWCASE = 5
DOTA_GAMERULES_STATE_WAIT_FOR_PLAYERS_TO_LOAD = 1

--- Enum DOTA_HeroPickState
DOTA_HEROPICK_STATE_ALL_DRAFT_SELECT = 53
DOTA_HEROPICK_STATE_AP_SELECT = 1
DOTA_HEROPICK_STATE_AR_SELECT = 28
DOTA_HEROPICK_STATE_BD_SELECT = 50
DOTA_HEROPICK_STATE_CD_BAN1 = 33
DOTA_HEROPICK_STATE_CD_BAN2 = 34
DOTA_HEROPICK_STATE_CD_BAN3 = 35
DOTA_HEROPICK_STATE_CD_BAN4 = 36
DOTA_HEROPICK_STATE_CD_BAN5 = 37
DOTA_HEROPICK_STATE_CD_BAN6 = 38
DOTA_HEROPICK_STATE_CD_CAPTAINPICK = 32
DOTA_HEROPICK_STATE_CD_INTRO = 31
DOTA_HEROPICK_STATE_CD_PICK = 49
DOTA_HEROPICK_STATE_CD_SELECT1 = 39
DOTA_HEROPICK_STATE_CD_SELECT10 = 48
DOTA_HEROPICK_STATE_CD_SELECT2 = 40
DOTA_HEROPICK_STATE_CD_SELECT3 = 41
DOTA_HEROPICK_STATE_CD_SELECT4 = 42
DOTA_HEROPICK_STATE_CD_SELECT5 = 43
DOTA_HEROPICK_STATE_CD_SELECT6 = 44
DOTA_HEROPICK_STATE_CD_SELECT7 = 45
DOTA_HEROPICK_STATE_CD_SELECT8 = 46
DOTA_HEROPICK_STATE_CD_SELECT9 = 47
DOTA_HEROPICK_STATE_CM_BAN1 = 7
DOTA_HEROPICK_STATE_CM_BAN10 = 16
DOTA_HEROPICK_STATE_CM_BAN2 = 8
DOTA_HEROPICK_STATE_CM_BAN3 = 9
DOTA_HEROPICK_STATE_CM_BAN4 = 10
DOTA_HEROPICK_STATE_CM_BAN5 = 11
DOTA_HEROPICK_STATE_CM_BAN6 = 12
DOTA_HEROPICK_STATE_CM_BAN7 = 13
DOTA_HEROPICK_STATE_CM_BAN8 = 14
DOTA_HEROPICK_STATE_CM_BAN9 = 15
DOTA_HEROPICK_STATE_CM_CAPTAINPICK = 6
DOTA_HEROPICK_STATE_CM_INTRO = 5
DOTA_HEROPICK_STATE_CM_PICK = 27
DOTA_HEROPICK_STATE_CM_SELECT1 = 17
DOTA_HEROPICK_STATE_CM_SELECT10 = 26
DOTA_HEROPICK_STATE_CM_SELECT2 = 18
DOTA_HEROPICK_STATE_CM_SELECT3 = 19
DOTA_HEROPICK_STATE_CM_SELECT4 = 20
DOTA_HEROPICK_STATE_CM_SELECT5 = 21
DOTA_HEROPICK_STATE_CM_SELECT6 = 22
DOTA_HEROPICK_STATE_CM_SELECT7 = 23
DOTA_HEROPICK_STATE_CM_SELECT8 = 24
DOTA_HEROPICK_STATE_CM_SELECT9 = 25
DOTA_HEROPICK_STATE_COUNT = 55
DOTA_HEROPICK_STATE_FH_SELECT = 30
DOTA_HEROPICK_STATE_INTRO_SELECT = 3
DOTA_HEROPICK_STATE_MO_SELECT = 29
DOTA_HEROPICK_STATE_NONE = 0
DOTA_HEROPICK_STATE_RD_SELECT = 4
DOTA_HEROPICK_STATE_SD_SELECT = 2
DOTA_HERO_PICK_STATE_ABILITY_DRAFT_SELECT = 51
DOTA_HERO_PICK_STATE_ARDM_SELECT = 52
DOTA_HERO_PICK_STATE_CUSTOMGAME_SELECT = 54

--- Enum DOTA_MOTION_CONTROLLER_PRIORITY
DOTA_MOTION_CONTROLLER_PRIORITY_HIGH = 3
DOTA_MOTION_CONTROLLER_PRIORITY_HIGHEST = 4
DOTA_MOTION_CONTROLLER_PRIORITY_LOW = 1
DOTA_MOTION_CONTROLLER_PRIORITY_LOWEST = 0
DOTA_MOTION_CONTROLLER_PRIORITY_MEDIUM = 2

--- Enum DOTA_RUNES
DOTA_RUNE_BOUNTY = 5
DOTA_RUNE_COUNT = 6
DOTA_RUNE_DOUBLEDAMAGE = 0
DOTA_RUNE_HASTE = 1
DOTA_RUNE_ILLUSION = 2
DOTA_RUNE_INVALID = -1
DOTA_RUNE_INVISIBILITY = 3
DOTA_RUNE_REGENERATION = 4

--- Enum DOTA_UNIT_TARGET_FLAGS
DOTA_UNIT_TARGET_FLAG_CHECK_DISABLE_HELP = 65536
DOTA_UNIT_TARGET_FLAG_DEAD = 8
DOTA_UNIT_TARGET_FLAG_FOW_VISIBLE = 128
DOTA_UNIT_TARGET_FLAG_INVULNERABLE = 64
DOTA_UNIT_TARGET_FLAG_MAGIC_IMMUNE_ENEMIES = 16
DOTA_UNIT_TARGET_FLAG_MANA_ONLY = 32768
DOTA_UNIT_TARGET_FLAG_MELEE_ONLY = 4
DOTA_UNIT_TARGET_FLAG_NONE = 0
DOTA_UNIT_TARGET_FLAG_NOT_ANCIENTS = 512
DOTA_UNIT_TARGET_FLAG_NOT_ATTACK_IMMUNE = 16384
DOTA_UNIT_TARGET_FLAG_NOT_CREEP_HERO = 131072
DOTA_UNIT_TARGET_FLAG_NOT_DOMINATED = 2048
DOTA_UNIT_TARGET_FLAG_NOT_ILLUSIONS = 8192
DOTA_UNIT_TARGET_FLAG_NOT_MAGIC_IMMUNE_ALLIES = 32
DOTA_UNIT_TARGET_FLAG_NOT_NIGHTMARED = 524288
DOTA_UNIT_TARGET_FLAG_NOT_SUMMONED = 4096
DOTA_UNIT_TARGET_FLAG_NO_INVIS = 256
DOTA_UNIT_TARGET_FLAG_OUT_OF_WORLD = 262144
DOTA_UNIT_TARGET_FLAG_PLAYER_CONTROLLED = 1024
DOTA_UNIT_TARGET_FLAG_RANGED_ONLY = 2

--- Enum DOTA_UNIT_TARGET_TEAM
DOTA_UNIT_TARGET_TEAM_BOTH = 3
DOTA_UNIT_TARGET_TEAM_CUSTOM = 4
DOTA_UNIT_TARGET_TEAM_ENEMY = 2
DOTA_UNIT_TARGET_TEAM_FRIENDLY = 1
DOTA_UNIT_TARGET_TEAM_NONE = 0

--- Enum DOTA_UNIT_TARGET_TYPE
DOTA_UNIT_TARGET_ALL = 63
DOTA_UNIT_TARGET_BASIC = 18
DOTA_UNIT_TARGET_BUILDING = 4
DOTA_UNIT_TARGET_COURIER = 16
DOTA_UNIT_TARGET_CREEP = 2
DOTA_UNIT_TARGET_CUSTOM = 128
DOTA_UNIT_TARGET_HERO = 1
DOTA_UNIT_TARGET_MECHANICAL = 8
DOTA_UNIT_TARGET_NONE = 0
DOTA_UNIT_TARGET_OTHER = 32
DOTA_UNIT_TARGET_TREE = 64

--- Enum EDOTA_ModifyGold_Reason
DOTA_ModifyGold_AbandonedRedistribute = 5
DOTA_ModifyGold_AbilityCost = 7
DOTA_ModifyGold_Building = 11
DOTA_ModifyGold_Buyback = 2
DOTA_ModifyGold_CheatCommand = 8
DOTA_ModifyGold_CourierKill = 15
DOTA_ModifyGold_CreepKill = 13
DOTA_ModifyGold_Death = 1
DOTA_ModifyGold_GameTick = 10
DOTA_ModifyGold_HeroKill = 12
DOTA_ModifyGold_PurchaseConsumable = 3
DOTA_ModifyGold_PurchaseItem = 4
DOTA_ModifyGold_RoshanKill = 14
DOTA_ModifyGold_SelectionPenalty = 9
DOTA_ModifyGold_SellItem = 6
DOTA_ModifyGold_SharedGold = 16
DOTA_ModifyGold_Unspecified = 0

--- Enum EDOTA_ModifyXP_Reason
DOTA_ModifyXP_CreepKill = 2
DOTA_ModifyXP_HeroKill = 1
DOTA_ModifyXP_RoshanKill = 3
DOTA_ModifyXP_Unspecified = 0

--- Enum EShareAbility
ITEM_FULLY_SHAREABLE = 0
ITEM_NOT_SHAREABLE = 2
ITEM_PARTIALLY_SHAREABLE = 1

--- Enum GameActivity_t
ACT_DOTA_ALCHEMIST_CHEMICAL_RAGE_END = 1580
ACT_DOTA_ALCHEMIST_CHEMICAL_RAGE_START = 1572
ACT_DOTA_ALCHEMIST_CONCOCTION = 1573
ACT_DOTA_ALCHEMIST_CONCOCTION_THROW = 1579
ACT_DOTA_AMBUSH = 1627
ACT_DOTA_ANCESTRAL_SPIRIT = 1677
ACT_DOTA_ARCTIC_BURN_END = 1682
ACT_DOTA_AREA_DENY = 1661
ACT_DOTA_ATTACK = 1503
ACT_DOTA_ATTACK2 = 1504
ACT_DOTA_ATTACK_EVENT = 1505
ACT_DOTA_ATTACK_EVENT_BASH = 1705
ACT_DOTA_AW_MAGNETIC_FIELD = 1707
ACT_DOTA_BELLYACHE_END = 1614
ACT_DOTA_BELLYACHE_LOOP = 1613
ACT_DOTA_BELLYACHE_START = 1612
ACT_DOTA_BRIDGE_DESTROY = 1640
ACT_DOTA_BRIDGE_THREAT = 1650
ACT_DOTA_CAGED_CREEP_RAGE = 1644
ACT_DOTA_CAGED_CREEP_RAGE_OUT = 1645
ACT_DOTA_CAGED_CREEP_SMASH = 1646
ACT_DOTA_CAGED_CREEP_SMASH_OUT = 1647
ACT_DOTA_CANCEL_SIREN_SONG = 1599
ACT_DOTA_CAPTURE = 1533
ACT_DOTA_CAPTURE_PET = 1698
ACT_DOTA_CAPTURE_RARE = 1706
ACT_DOTA_CAST_ABILITY_1 = 1510
ACT_DOTA_CAST_ABILITY_1_END = 1540
ACT_DOTA_CAST_ABILITY_2 = 1511
ACT_DOTA_CAST_ABILITY_2_END = 1541
ACT_DOTA_CAST_ABILITY_2_ES_ROLL = 1653
ACT_DOTA_CAST_ABILITY_2_ES_ROLL_END = 1654
ACT_DOTA_CAST_ABILITY_2_ES_ROLL_START = 1652
ACT_DOTA_CAST_ABILITY_3 = 1512
ACT_DOTA_CAST_ABILITY_3_END = 1542
ACT_DOTA_CAST_ABILITY_4 = 1513
ACT_DOTA_CAST_ABILITY_4_END = 1543
ACT_DOTA_CAST_ABILITY_5 = 1514
ACT_DOTA_CAST_ABILITY_6 = 1515
ACT_DOTA_CAST_ABILITY_7 = 1598
ACT_DOTA_CAST_ABILITY_ROT = 1547
ACT_DOTA_CAST_ALACRITY = 1585
ACT_DOTA_CAST_BURROW_END = 1702
ACT_DOTA_CAST_CHAOS_METEOR = 1586
ACT_DOTA_CAST_COLD_SNAP = 1581
ACT_DOTA_CAST_DEAFENING_BLAST = 1590
ACT_DOTA_CAST_DRAGONBREATH = 1538
ACT_DOTA_CAST_EMP = 1584
ACT_DOTA_CAST_FORGE_SPIRIT = 1588
ACT_DOTA_CAST_GHOST_WALK = 1582
ACT_DOTA_CAST_ICE_WALL = 1589
ACT_DOTA_CAST_LIFE_BREAK_END = 1564
ACT_DOTA_CAST_LIFE_BREAK_START = 1563
ACT_DOTA_CAST_REFRACTION = 1597
ACT_DOTA_CAST_SUN_STRIKE = 1587
ACT_DOTA_CAST_TORNADO = 1583
ACT_DOTA_CAST_WILD_AXES_END = 1562
ACT_DOTA_CENTAUR_STAMPEDE = 1611
ACT_DOTA_CHANNEL_ABILITY_1 = 1520
ACT_DOTA_CHANNEL_ABILITY_2 = 1521
ACT_DOTA_CHANNEL_ABILITY_3 = 1522
ACT_DOTA_CHANNEL_ABILITY_4 = 1523
ACT_DOTA_CHANNEL_ABILITY_5 = 1524
ACT_DOTA_CHANNEL_ABILITY_6 = 1525
ACT_DOTA_CHANNEL_ABILITY_7 = 1600
ACT_DOTA_CHANNEL_END_ABILITY_1 = 1526
ACT_DOTA_CHANNEL_END_ABILITY_2 = 1527
ACT_DOTA_CHANNEL_END_ABILITY_3 = 1528
ACT_DOTA_CHANNEL_END_ABILITY_4 = 1529
ACT_DOTA_CHANNEL_END_ABILITY_5 = 1530
ACT_DOTA_CHANNEL_END_ABILITY_6 = 1531
ACT_DOTA_CHILLING_TOUCH = 1673
ACT_DOTA_COLD_FEET = 1671
ACT_DOTA_CONSTANT_LAYER = 1532
ACT_DOTA_DAGON = 1651
ACT_DOTA_DEATH_BY_SNIPER = 1642
ACT_DOTA_DEFEAT = 1592
ACT_DOTA_DIE = 1506
ACT_DOTA_DIE_SPECIAL = 1548
ACT_DOTA_DISABLED = 1509
ACT_DOTA_EARTHSHAKER_TOTEM_ATTACK = 1570
ACT_DOTA_ECHO_SLAM = 1539
ACT_DOTA_ENFEEBLE = 1674
ACT_DOTA_FATAL_BONDS = 1675
ACT_DOTA_FLAIL = 1508
ACT_DOTA_FLEE = 1685
ACT_DOTA_FLINCH = 1507
ACT_DOTA_FORCESTAFF_END = 1602
ACT_DOTA_FRUSTRATION = 1630
ACT_DOTA_GESTURE_ACCENT = 1625
ACT_DOTA_GESTURE_POINT = 1624
ACT_DOTA_GREET = 1690
ACT_DOTA_GREEVIL_BLINK_BONE = 1621
ACT_DOTA_GREEVIL_CAST = 1617
ACT_DOTA_GREEVIL_HOOK_END = 1620
ACT_DOTA_GREEVIL_HOOK_START = 1619
ACT_DOTA_GREEVIL_OVERRIDE_ABILITY = 1618
ACT_DOTA_ICE_VORTEX = 1672
ACT_DOTA_IDLE = 1500
ACT_DOTA_IDLE_IMPATIENT = 1636
ACT_DOTA_IDLE_IMPATIENT_SWORD_TAP = 1648
ACT_DOTA_IDLE_RARE = 1501
ACT_DOTA_IDLE_SLEEPING = 1622
ACT_DOTA_IDLE_SLEEPING_END = 1639
ACT_DOTA_INTRO = 1623
ACT_DOTA_INTRO_LOOP = 1649
ACT_DOTA_ITEM_DROP = 1697
ACT_DOTA_ITEM_LOOK = 1628
ACT_DOTA_ITEM_PICKUP = 1696
ACT_DOTA_JAKIRO_LIQUIDFIRE_LOOP = 1575
ACT_DOTA_JAKIRO_LIQUIDFIRE_START = 1574
ACT_DOTA_KILLTAUNT = 1535
ACT_DOTA_KINETIC_FIELD = 1679
ACT_DOTA_LASSO_LOOP = 1578
ACT_DOTA_LEAP_STUN = 1658
ACT_DOTA_LEAP_SWIPE = 1659
ACT_DOTA_LIFESTEALER_ASSIMILATE = 1703
ACT_DOTA_LIFESTEALER_EJECT = 1704
ACT_DOTA_LIFESTEALER_INFEST = 1576
ACT_DOTA_LIFESTEALER_INFEST_END = 1577
ACT_DOTA_LIFESTEALER_OPEN_WOUNDS = 1567
ACT_DOTA_LIFESTEALER_RAGE = 1566
ACT_DOTA_LOADOUT = 1601
ACT_DOTA_LOADOUT_RARE = 1683
ACT_DOTA_LOOK_AROUND = 1643
ACT_DOTA_MAGNUS_SKEWER_END = 1606
ACT_DOTA_MAGNUS_SKEWER_START = 1605
ACT_DOTA_MEDUSA_STONE_GAZE = 1607
ACT_DOTA_MIDNIGHT_PULSE = 1676
ACT_DOTA_MINI_TAUNT = 1681
ACT_DOTA_NIAN_INTRO_LEAP = 1660
ACT_DOTA_NIAN_PIN_END = 1657
ACT_DOTA_NIAN_PIN_LOOP = 1656
ACT_DOTA_NIAN_PIN_START = 1655
ACT_DOTA_NIAN_PIN_TO_STUN = 1662
ACT_DOTA_NIGHTSTALKER_TRANSITION = 1565
ACT_DOTA_OVERRIDE_ABILITY_1 = 1516
ACT_DOTA_OVERRIDE_ABILITY_2 = 1517
ACT_DOTA_OVERRIDE_ABILITY_3 = 1518
ACT_DOTA_OVERRIDE_ABILITY_4 = 1519
ACT_DOTA_PET_LEVEL = 1701
ACT_DOTA_PET_WARD_OBSERVER = 1699
ACT_DOTA_PET_WARD_SENTRY = 1700
ACT_DOTA_POOF_END = 1603
ACT_DOTA_PRESENT_ITEM = 1635
ACT_DOTA_RATTLETRAP_BATTERYASSAULT = 1549
ACT_DOTA_RATTLETRAP_HOOKSHOT_END = 1553
ACT_DOTA_RATTLETRAP_HOOKSHOT_LOOP = 1552
ACT_DOTA_RATTLETRAP_HOOKSHOT_START = 1551
ACT_DOTA_RATTLETRAP_POWERCOGS = 1550
ACT_DOTA_RAZE_1 = 1663
ACT_DOTA_RAZE_2 = 1664
ACT_DOTA_RAZE_3 = 1665
ACT_DOTA_RELAX_END = 1610
ACT_DOTA_RELAX_LOOP = 1609
ACT_DOTA_RELAX_LOOP_END = 1634
ACT_DOTA_RELAX_START = 1608
ACT_DOTA_ROQUELAIRE_LAND = 1615
ACT_DOTA_ROQUELAIRE_LAND_IDLE = 1616
ACT_DOTA_RUN = 1502
ACT_DOTA_SAND_KING_BURROW_IN = 1568
ACT_DOTA_SAND_KING_BURROW_OUT = 1569
ACT_DOTA_SHAKE = 1687
ACT_DOTA_SHALLOW_GRAVE = 1670
ACT_DOTA_SHARPEN_WEAPON = 1637
ACT_DOTA_SHARPEN_WEAPON_OUT = 1638
ACT_DOTA_SHOPKEEPER_PET_INTERACT = 1695
ACT_DOTA_SHRUG = 1633
ACT_DOTA_SLARK_POUNCE = 1604
ACT_DOTA_SLEEPING_END = 1626
ACT_DOTA_SPAWN = 1534
ACT_DOTA_SPIRIT_BREAKER_CHARGE_END = 1594
ACT_DOTA_SPIRIT_BREAKER_CHARGE_POSE = 1593
ACT_DOTA_STARTLE = 1629
ACT_DOTA_STATIC_STORM = 1680
ACT_DOTA_SWIM = 1684
ACT_DOTA_SWIM_IDLE = 1688
ACT_DOTA_TAUNT = 1536
ACT_DOTA_TAUNT_SNIPER = 1641
ACT_DOTA_TELEPORT = 1595
ACT_DOTA_TELEPORT_COOP_END = 1693
ACT_DOTA_TELEPORT_COOP_EXIT = 1694
ACT_DOTA_TELEPORT_COOP_START = 1691
ACT_DOTA_TELEPORT_COOP_WAIT = 1692
ACT_DOTA_TELEPORT_END = 1596
ACT_DOTA_TELEPORT_END_REACT = 1632
ACT_DOTA_TELEPORT_REACT = 1631
ACT_DOTA_THIRST = 1537
ACT_DOTA_THUNDER_STRIKE = 1678
ACT_DOTA_TINKER_REARM1 = 1555
ACT_DOTA_TINKER_REARM2 = 1556
ACT_DOTA_TINKER_REARM3 = 1557
ACT_DOTA_TROT = 1686
ACT_DOTA_UNDYING_DECAY = 1666
ACT_DOTA_UNDYING_SOUL_RIP = 1667
ACT_DOTA_UNDYING_TOMBSTONE = 1668
ACT_DOTA_VICTORY = 1591
ACT_DOTA_WAIT_IDLE = 1689
ACT_DOTA_WEAVERBUG_ATTACH = 1561
ACT_DOTA_WHEEL_LAYER = 1571
ACT_DOTA_WHIRLING_AXES_RANGED = 1669
ACT_MIRANA_LEAP_END = 1544
ACT_STORM_SPIRIT_OVERLOAD_RUN_OVERRIDE = 1554
ACT_TINY_AVALANCHE = 1558
ACT_TINY_GROWL = 1560
ACT_TINY_TOSS = 1559
ACT_WAVEFORM_END = 1546
ACT_WAVEFORM_START = 1545

--- Enum LuaModifierType
LUA_MODIFIER_INVALID = 4
LUA_MODIFIER_MOTION_BOTH = 3
LUA_MODIFIER_MOTION_HORIZONTAL = 1
LUA_MODIFIER_MOTION_NONE = 0
LUA_MODIFIER_MOTION_VERTICAL = 2

--- Enum ParticleAttachment_t
MAX_PATTACH_TYPES = 13
PATTACH_ABSORIGIN = 0
PATTACH_ABSORIGIN_FOLLOW = 1
PATTACH_CUSTOMORIGIN = 2
PATTACH_CUSTOMORIGIN_FOLLOW = 3
PATTACH_EYES_FOLLOW = 6
PATTACH_INVALID = -1
PATTACH_MAIN_VIEW = 11
PATTACH_OVERHEAD_FOLLOW = 7
PATTACH_POINT = 4
PATTACH_POINT_FOLLOW = 5
PATTACH_RENDERORIGIN_FOLLOW = 10
PATTACH_ROOTBONE_FOLLOW = 9
PATTACH_WATERWAKE = 12
PATTACH_WORLDORIGIN = 8

--- Enum UnitFilterResult
UF_FAIL_ANCIENT = 10
UF_FAIL_ATTACK_IMMUNE = 23
UF_FAIL_BUILDING = 6
UF_FAIL_CONSIDERED_HERO = 4
UF_FAIL_COURIER = 8
UF_FAIL_CREEP = 5
UF_FAIL_CUSTOM = 24
UF_FAIL_DEAD = 16
UF_FAIL_DISABLE_HELP = 26
UF_FAIL_DOMINATED = 13
UF_FAIL_ENEMY = 2
UF_FAIL_FRIENDLY = 1
UF_FAIL_HERO = 3
UF_FAIL_ILLUSION = 11
UF_FAIL_INVALID_LOCATION = 25
UF_FAIL_INVISIBLE = 21
UF_FAIL_INVULNERABLE = 19
UF_FAIL_IN_FOW = 20
UF_FAIL_MAGIC_IMMUNE_ALLY = 17
UF_FAIL_MAGIC_IMMUNE_ENEMY = 18
UF_FAIL_MECHANICAL = 7
UF_FAIL_MELEE = 14
UF_FAIL_NIGHTMARED = 28
UF_FAIL_NOT_PLAYER_CONTROLLED = 22
UF_FAIL_OTHER = 9
UF_FAIL_OUT_OF_WORLD = 27
UF_FAIL_RANGED = 15
UF_FAIL_SUMMONED = 12
UF_SUCCESS = 0

--- Enum modifierfunction
MODIFIER_EVENT_ON_ABILITY_END_CHANNEL = 112 -- OnAbilityEndChannel
MODIFIER_EVENT_ON_ABILITY_EXECUTED = 109 -- OnAbilityExecuted
MODIFIER_EVENT_ON_ABILITY_FULLY_CAST = 110 -- OnAbilityFullyCast
MODIFIER_EVENT_ON_ABILITY_START = 108 -- OnAbilityStart
MODIFIER_EVENT_ON_ATTACK = 101 -- OnAttack
MODIFIER_EVENT_ON_ATTACKED = 118 -- OnAttacked
MODIFIER_EVENT_ON_ATTACK_ALLIED = 104 -- OnAttackAllied
MODIFIER_EVENT_ON_ATTACK_FAIL = 103 -- OnAttackFail
MODIFIER_EVENT_ON_ATTACK_LANDED = 102 -- OnAttackLanded
MODIFIER_EVENT_ON_ATTACK_RECORD = 99 -- OnAttackRecord
MODIFIER_EVENT_ON_ATTACK_START = 100 -- OnAttackStart
MODIFIER_EVENT_ON_BREAK_INVISIBILITY = 111 -- OnBreakInvisibility
MODIFIER_EVENT_ON_BUILDING_KILLED = 130 -- OnBuildingKilled
MODIFIER_EVENT_ON_DEATH = 119 -- OnDeath
MODIFIER_EVENT_ON_DOMINATED = 146 -- OnDominated
MODIFIER_EVENT_ON_HEALTH_GAINED = 125 -- OnHealthGained
MODIFIER_EVENT_ON_HEAL_RECEIVED = 129 -- OnHealReceived
MODIFIER_EVENT_ON_HERO_KILLED = 128 -- OnHeroKilled
MODIFIER_EVENT_ON_MANA_GAINED = 126 -- OnManaGained
MODIFIER_EVENT_ON_MODEL_CHANGED = 131 -- OnModelChanged
MODIFIER_EVENT_ON_ORB_EFFECT = 117
MODIFIER_EVENT_ON_ORDER = 106 -- OnOrder
MODIFIER_EVENT_ON_PROCESS_UPGRADE = 113
MODIFIER_EVENT_ON_PROJECTILE_DODGE = 105 -- OnProjectileDodge
MODIFIER_EVENT_ON_REFRESH = 114
MODIFIER_EVENT_ON_RESPAWN = 120 -- OnRespawn
MODIFIER_EVENT_ON_SET_LOCATION = 124 -- OnSetLocation
MODIFIER_EVENT_ON_SPENT_MANA = 121 -- OnSpentMana
MODIFIER_EVENT_ON_STATE_CHANGED = 116 -- OnStateChanged
MODIFIER_EVENT_ON_TAKEDAMAGE = 115 -- OnTakeDamage
MODIFIER_EVENT_ON_TAKEDAMAGE_KILLCREDIT = 127 -- OnTakeDamageKillCredit
MODIFIER_EVENT_ON_TELEPORTED = 123 -- OnTeleported
MODIFIER_EVENT_ON_TELEPORTING = 122 -- OnTeleporting
MODIFIER_EVENT_ON_UNIT_MOVED = 107 -- OnUnitMoved
MODIFIER_FUNCTION_INVALID = 255
MODIFIER_FUNCTION_LAST = 147
MODIFIER_PROPERTY_ABILITY_LAYOUT = 145 -- GetModifierAbilityLayout
MODIFIER_PROPERTY_ABSOLUTE_NO_DAMAGE_MAGICAL = 88 -- GetAbsoluteNoDamageMagical
MODIFIER_PROPERTY_ABSOLUTE_NO_DAMAGE_PHYSICAL = 87 -- GetAbsoluteNoDamagePhysical
MODIFIER_PROPERTY_ABSOLUTE_NO_DAMAGE_PURE = 89 -- GetAbsoluteNoDamagePure
MODIFIER_PROPERTY_ABSORB_SPELL = 77 -- GetAbsorbSpell
MODIFIER_PROPERTY_ATTACKSPEED_BONUS_CONSTANT = 19 -- GetModifierAttackSpeedBonus_Constant
MODIFIER_PROPERTY_ATTACKSPEED_BONUS_CONSTANT_POWER_TREADS = 20 -- GetModifierAttackSpeedBonus_Constant_PowerTreads
MODIFIER_PROPERTY_ATTACKSPEED_BONUS_CONSTANT_SECONDARY = 21 -- GetModifierAttackSpeedBonus_Constant_Secondary
MODIFIER_PROPERTY_ATTACK_POINT_CONSTANT = 24 -- GetModifierAttackPointConstant
MODIFIER_PROPERTY_ATTACK_RANGE_BONUS = 60 -- GetModifierAttackRangeBonus
MODIFIER_PROPERTY_AVOID_DAMAGE = 34 -- GetModifierAvoidDamage
MODIFIER_PROPERTY_AVOID_SPELL = 35 -- GetModifierAvoidSpell
MODIFIER_PROPERTY_BASEATTACK_BONUSDAMAGE = 2 -- GetModifierBaseAttack_BonusDamage
MODIFIER_PROPERTY_BASEDAMAGEOUTGOING_PERCENTAGE = 28 -- GetModifierBaseDamageOutgoing_Percentage
MODIFIER_PROPERTY_BASEDAMAGEOUTGOING_PERCENTAGE_UNIQUE = 29 -- GetModifierBaseDamageOutgoing_PercentageUnique
MODIFIER_PROPERTY_BASE_ATTACK_TIME_CONSTANT = 23 -- GetModifierBaseAttackTimeConstant
MODIFIER_PROPERTY_BASE_MANA_REGEN = 44 -- GetModifierBaseRegen
MODIFIER_PROPERTY_BONUS_DAY_VISION = 80 -- GetBonusDayVision
MODIFIER_PROPERTY_BONUS_NIGHT_VISION = 81 -- GetBonusNightVision
MODIFIER_PROPERTY_BONUS_NIGHT_VISION_UNIQUE = 82 -- GetBonusNightVisionUnique
MODIFIER_PROPERTY_BONUS_VISION_PERCENTAGE = 83 -- GetBonusVisionPercentage
MODIFIER_PROPERTY_BOUNTY_CREEP_MULTIPLIER = 97 -- GetModifierBountyCreepMultiplier
MODIFIER_PROPERTY_BOUNTY_OTHER_MULTIPLIER = 98 -- GetModifierBountyOtherMultiplier
MODIFIER_PROPERTY_CASTTIME_PERCENTAGE = 67 -- GetModifierPercentageCasttime
MODIFIER_PROPERTY_CHANGE_ABILITY_VALUE = 144 -- GetModifierChangeAbilityValue
MODIFIER_PROPERTY_COOLDOWN_PERCENTAGE = 66 -- GetModifierPercentageCooldown
MODIFIER_PROPERTY_COOLDOWN_REDUCTION_CONSTANT = 22 -- GetModifierCooldownReduction_Constant
MODIFIER_PROPERTY_DAMAGEOUTGOING_PERCENTAGE = 25 -- GetModifierDamageOutgoing_Percentage
MODIFIER_PROPERTY_DAMAGEOUTGOING_PERCENTAGE_ILLUSION = 26 -- GetModifierDamageOutgoing_Percentage_Illusion
MODIFIER_PROPERTY_DEATHGOLDCOST = 69 -- GetModifierConstantDeathGoldCost
MODIFIER_PROPERTY_DISABLE_AUTOATTACK = 79 -- GetDisableAutoAttack
MODIFIER_PROPERTY_DISABLE_HEALING = 94 -- GetDisableHealing
MODIFIER_PROPERTY_DISABLE_TURNING = 142 -- GetModifierDisableTurning
MODIFIER_PROPERTY_EVASION_CONSTANT = 33 -- GetModifierEvasion_Constant
MODIFIER_PROPERTY_EXTRA_HEALTH_BONUS = 54 -- GetModifierExtraHealthBonus
MODIFIER_PROPERTY_EXTRA_HEALTH_PERCENTAGE = 56 -- GetModifierExtraHealthPercentage
MODIFIER_PROPERTY_EXTRA_MANA_BONUS = 55 -- GetModifierExtraManaBonus
MODIFIER_PROPERTY_EXTRA_STRENGTH_BONUS = 53 -- GetModifierExtraStrengthBonus
MODIFIER_PROPERTY_FIXED_DAY_VISION = 84 -- GetFixedDayVision
MODIFIER_PROPERTY_FIXED_NIGHT_VISION = 85 -- GetFixedNightVision
MODIFIER_PROPERTY_FORCE_DRAW_MINIMAP = 141 -- GetForceDrawOnMinimap
MODIFIER_PROPERTY_HEALTH_BONUS = 51 -- GetModifierHealthBonus
MODIFIER_PROPERTY_HEALTH_REGEN_CONSTANT = 49 -- GetModifierConstantHealthRegen
MODIFIER_PROPERTY_HEALTH_REGEN_PERCENTAGE = 50 -- GetModifierHealthRegenPercentage
MODIFIER_PROPERTY_IGNORE_CAST_ANGLE = 143 -- GetModifierIgnoreCastAngle
MODIFIER_PROPERTY_ILLUSION_LABEL = 91 -- GetModifierIllusionLabel
MODIFIER_PROPERTY_INCOMING_DAMAGE_PERCENTAGE = 30 -- GetModifierIncomingDamage_Percentage
MODIFIER_PROPERTY_INCOMING_PHYSICAL_DAMAGE_PERCENTAGE = 31 -- GetModifierIncomingPhysicalDamage_Percentage
MODIFIER_PROPERTY_INCOMING_SPELL_DAMAGE_CONSTANT = 32 -- GetModifierIncomingSpellDamageConstant
MODIFIER_PROPERTY_INVISIBILITY_LEVEL = 8 -- GetModifierInvisibilityLevel
MODIFIER_PROPERTY_IS_ILLUSION = 90 -- GetIsIllusion
MODIFIER_PROPERTY_IS_SCEPTER = 135 -- GetModifierScepter
MODIFIER_PROPERTY_LIFETIME_FRACTION = 138 -- GetUnitLifetimeFraction
MODIFIER_PROPERTY_MAGICAL_RESISTANCE_BONUS = 41 -- GetModifierMagicalResistanceBonus
MODIFIER_PROPERTY_MAGICAL_RESISTANCE_DECREPIFY_UNIQUE = 43 -- GetModifierMagicalResistanceDecrepifyUnique
MODIFIER_PROPERTY_MAGICAL_RESISTANCE_ITEM_UNIQUE = 42 -- GetModifierMagicalResistanceItemUnique
MODIFIER_PROPERTY_MANACOST_PERCENTAGE = 68 -- GetModifierPercentageManacost
MODIFIER_PROPERTY_MANA_BONUS = 52 -- GetModifierManaBonus
MODIFIER_PROPERTY_MANA_REGEN_CONSTANT = 45 -- GetModifierConstantManaRegen
MODIFIER_PROPERTY_MANA_REGEN_CONSTANT_UNIQUE = 46 -- GetModifierConstantManaRegenUnique
MODIFIER_PROPERTY_MANA_REGEN_PERCENTAGE = 47 -- GetModifierPercentageManaRegen
MODIFIER_PROPERTY_MANA_REGEN_TOTAL_PERCENTAGE = 48 -- GetModifierTotalPercentageManaRegen
MODIFIER_PROPERTY_MIN_HEALTH = 86 -- GetMinHealth
MODIFIER_PROPERTY_MISS_PERCENTAGE = 36 -- GetModifierMiss_Percentage
MODIFIER_PROPERTY_MODEL_CHANGE = 133 -- GetModifierModelChange
MODIFIER_PROPERTY_MODEL_SCALE = 134 -- GetModifierModelScale
MODIFIER_PROPERTY_MOVESPEED_ABSOLUTE = 15 -- GetModifierMoveSpeed_Absolute
MODIFIER_PROPERTY_MOVESPEED_ABSOLUTE_MIN = 16 -- GetModifierMoveSpeed_AbsoluteMin
MODIFIER_PROPERTY_MOVESPEED_BASE_OVERRIDE = 11 -- GetModifierMoveSpeedOverride
MODIFIER_PROPERTY_MOVESPEED_BONUS_CONSTANT = 10 -- GetModifierMoveSpeedBonus_Constant
MODIFIER_PROPERTY_MOVESPEED_BONUS_PERCENTAGE = 12 -- GetModifierMoveSpeedBonus_Percentage
MODIFIER_PROPERTY_MOVESPEED_BONUS_PERCENTAGE_UNIQUE = 13 -- GetModifierMoveSpeedBonus_Percentage_Unique
MODIFIER_PROPERTY_MOVESPEED_BONUS_UNIQUE = 14 -- GetModifierMoveSpeedBonus_Special_Boots
MODIFIER_PROPERTY_MOVESPEED_LIMIT = 17 -- GetModifierMoveSpeed_Limit
MODIFIER_PROPERTY_MOVESPEED_MAX = 18 -- GetModifierMoveSpeed_Max
MODIFIER_PROPERTY_OVERRIDE_ANIMATION = 74 -- GetOverrideAnimation
MODIFIER_PROPERTY_OVERRIDE_ANIMATION_RATE = 76 -- GetOverrideAnimationRate
MODIFIER_PROPERTY_OVERRIDE_ANIMATION_WEIGHT = 75 -- GetOverrideAnimationWeight
MODIFIER_PROPERTY_OVERRIDE_ATTACK_MAGICAL = 95 -- GetOverrideAttackMagical
MODIFIER_PROPERTY_PERSISTENT_INVISIBILITY = 9 -- GetModifierPersistentInvisibility
MODIFIER_PROPERTY_PHYSICAL_ARMOR_BONUS = 37 -- GetModifierPhysicalArmorBonus
MODIFIER_PROPERTY_PHYSICAL_ARMOR_BONUS_ILLUSIONS = 38 -- GetModifierPhysicalArmorBonusIllusions
MODIFIER_PROPERTY_PHYSICAL_ARMOR_BONUS_UNIQUE = 39 -- GetModifierPhysicalArmorBonusUnique
MODIFIER_PROPERTY_PHYSICAL_ARMOR_BONUS_UNIQUE_ACTIVE = 40 -- GetModifierPhysicalArmorBonusUniqueActive
MODIFIER_PROPERTY_PHYSICAL_CONSTANT_BLOCK = 71 -- GetModifierPhysical_ConstantBlock
MODIFIER_PROPERTY_PREATTACK_BONUS_DAMAGE = 0 -- GetModifierPreAttack_BonusDamage
MODIFIER_PROPERTY_PREATTACK_BONUS_DAMAGE_POST_CRIT = 1 -- GetModifierPreAttack_BonusDamagePostCrit
MODIFIER_PROPERTY_PREATTACK_CRITICALSTRIKE = 70 -- GetModifierPreAttack_CriticalStrike
MODIFIER_PROPERTY_PRE_ATTACK = 7 -- GetModifierPreAttack
MODIFIER_PROPERTY_PROCATTACK_BONUS_DAMAGE_MAGICAL = 4 -- GetModifierProcAttack_BonusDamage_Magical
MODIFIER_PROPERTY_PROCATTACK_BONUS_DAMAGE_PHYSICAL = 3 -- GetModifierProcAttack_BonusDamage_Physical
MODIFIER_PROPERTY_PROCATTACK_BONUS_DAMAGE_PURE = 5 -- GetModifierProcAttack_BonusDamage_Pure
MODIFIER_PROPERTY_PROCATTACK_FEEDBACK = 6 -- GetModifierProcAttack_Feedback
MODIFIER_PROPERTY_PROJECTILE_SPEED_BONUS = 61 -- GetModifierProjectileSpeedBonus
MODIFIER_PROPERTY_PROVIDES_FOW_POSITION = 139 -- GetModifierProvidesFOWVision
MODIFIER_PROPERTY_REFLECT_SPELL = 78 -- GetReflectSpell
MODIFIER_PROPERTY_REINCARNATION = 62 -- ReincarnateTime
MODIFIER_PROPERTY_RESPAWNTIME = 63 -- GetModifierConstantRespawnTime
MODIFIER_PROPERTY_RESPAWNTIME_PERCENTAGE = 64 -- GetModifierPercentageRespawnTime
MODIFIER_PROPERTY_RESPAWNTIME_STACKING = 65 -- GetModifierStackingRespawnTime
MODIFIER_PROPERTY_SPELLS_REQUIRE_HP = 140 -- GetModifierSpellsRequireHP
MODIFIER_PROPERTY_STATS_AGILITY_BONUS = 58 -- GetModifierBonusStats_Agility
MODIFIER_PROPERTY_STATS_INTELLECT_BONUS = 59 -- GetModifierBonusStats_Intellect
MODIFIER_PROPERTY_STATS_STRENGTH_BONUS = 57 -- GetModifierBonusStats_Strength
MODIFIER_PROPERTY_SUPER_ILLUSION = 92 -- GetModifierSuperIllusion
MODIFIER_PROPERTY_TOOLTIP = 132 -- OnTooltip
MODIFIER_PROPERTY_TOTALDAMAGEOUTGOING_PERCENTAGE = 27 -- GetModifierTotalDamageOutgoing_Percentage
MODIFIER_PROPERTY_TOTAL_CONSTANT_BLOCK = 73 -- GetModifierTotal_ConstantBlock
MODIFIER_PROPERTY_TOTAL_CONSTANT_BLOCK_UNAVOIDABLE_PRE_ARMOR = 72 -- GetModifierPhysical_ConstantBlockUnavoidablePreArmor
MODIFIER_PROPERTY_TRANSLATE_ACTIVITY_MODIFIERS = 136 -- GetActivityTranslationModifiers
MODIFIER_PROPERTY_TRANSLATE_ATTACK_SOUND = 137 -- GetAttackSound
MODIFIER_PROPERTY_TURN_RATE_PERCENTAGE = 93 -- GetModifierTurnRate_Percentage
MODIFIER_PROPERTY_UNIT_STATS_NEEDS_REFRESH = 96 -- GetModifierUnitStatsNeedsRefresh

--- Enum modifierstate
MODIFIER_STATE_ATTACK_IMMUNE = 2
MODIFIER_STATE_BLIND = 29
MODIFIER_STATE_BLOCK_DISABLED = 12
MODIFIER_STATE_CANNOT_MISS = 15
MODIFIER_STATE_COMMAND_RESTRICTED = 18
MODIFIER_STATE_DISARMED = 1
MODIFIER_STATE_DOMINATED = 28
MODIFIER_STATE_EVADE_DISABLED = 13
MODIFIER_STATE_FAKE_ALLY = 31
MODIFIER_STATE_FLYING = 23
MODIFIER_STATE_FLYING_FOR_PATHING_PURPOSES_ONLY = 32
MODIFIER_STATE_FROZEN = 17
MODIFIER_STATE_HEXED = 6
MODIFIER_STATE_INVISIBLE = 7
MODIFIER_STATE_INVULNERABLE = 8
MODIFIER_STATE_LAST = 34
MODIFIER_STATE_LOW_ATTACK_PRIORITY = 21
MODIFIER_STATE_MAGIC_IMMUNE = 9
MODIFIER_STATE_MUTED = 4
MODIFIER_STATE_NIGHTMARED = 11
MODIFIER_STATE_NOT_ON_MINIMAP = 19
MODIFIER_STATE_NOT_ON_MINIMAP_FOR_ENEMIES = 20
MODIFIER_STATE_NO_HEALTH_BAR = 22
MODIFIER_STATE_NO_TEAM_MOVE_TO = 25
MODIFIER_STATE_NO_TEAM_SELECT = 26
MODIFIER_STATE_NO_UNIT_COLLISION = 24
MODIFIER_STATE_OUT_OF_GAME = 30
MODIFIER_STATE_PASSIVES_DISABLED = 27
MODIFIER_STATE_PROVIDES_VISION = 10
MODIFIER_STATE_ROOTED = 0
MODIFIER_STATE_SILENCED = 3
MODIFIER_STATE_SPECIALLY_DENIABLE = 16
MODIFIER_STATE_STUNNED = 5
MODIFIER_STATE_TRUESIGHT_IMMUNE = 33
MODIFIER_STATE_UNSELECTABLE = 14

--- Enum quest_text_replace_values_t
QUEST_NUM_TEXT_REPLACE_VALUES = 4
QUEST_TEXT_REPLACE_VALUE_CURRENT_VALUE = 0
QUEST_TEXT_REPLACE_VALUE_REWARD = 3
QUEST_TEXT_REPLACE_VALUE_ROUND = 2
QUEST_TEXT_REPLACE_VALUE_TARGET_VALUE = 1

--- Enum subquest_text_replace_values_t
SUBQUEST_NUM_TEXT_REPLACE_VALUES = 2
SUBQUEST_TEXT_REPLACE_VALUE_CURRENT_VALUE = 0
SUBQUEST_TEXT_REPLACE_VALUE_TARGET_VALUE = 1



---[[ CBaseAnimating.GetAttachmentAngles  Get the attachement id's angles as a p,y,r vector. ]]
-- @function [parent=#CBaseAnimating] GetAttachmentAngles
-- @param self
-- @return #CVector
-- @param iAttachment int
function CBaseAnimating.GetAttachmentAngles( self , iAttachment ) end

---[[ CBaseAnimating.GetAttachmentOrigin  Get the attachement id's origin vector. ]]
-- @function [parent=#CBaseAnimating]
-- @param self GetAttachmentOrigin
-- @return #CVector
-- @param iAttachment int
function CBaseAnimating.GetAttachmentOrigin( self , iAttachment ) end

---[[ CBaseAnimating.GetModelScale  Get scale of entity's model. ]]
-- @function [parent=#CBaseAnimating] GetModelScale
-- @param self
-- @return float
function CBaseAnimating.GetModelScale( self  ) end

---[[ CBaseAnimating.IsSequenceFinished  Ask whether the main sequence is done playing. ]]
-- @function [parent=#CBaseAnimating] IsSequenceFinished
-- @param self
-- @return bool
function CBaseAnimating.IsSequenceFinished( self  ) end

---[[ CBaseAnimating.ScriptLookupAttachment  Get the named attachement id. ]]
-- @function [parent=#CBaseAnimating] ScriptLookupAttachment
-- @param self
-- @return int
-- @param pAttachmentName string
function CBaseAnimating.ScriptLookupAttachment( self , pAttachmentName ) end

---[[ CBaseAnimating.SetBodygroup  Sets a bodygroup. ]]
-- @function [parent=#CBaseAnimating] SetBodygroup
-- @param self
-- @return #nil
-- @param iGroup int
-- @param iValue int
function CBaseAnimating.SetBodygroup( self , iGroup, iValue ) end

---[[ CBaseAnimating.SetModelScale  Set scale of entity's model. ]]
-- @function [parent=#CBaseAnimating] SetModelScale
-- @param self
-- @return #nil
-- @param flScale float
function CBaseAnimating.SetModelScale( self , flScale ) end

---[[ CBaseAnimating.SetPoseParameter  Set the specified pose parameter to the specified value. ]]
-- @function [parent=#CBaseAnimating] SetPoseParameter
-- @param self
-- @return float
-- @param szName string
-- @param fValue float
function CBaseAnimating.SetPoseParameter( szName, fValue ) end

---[[ CBaseCombatCharacter.GetEquippedWeapons  GetEquippedWeapons() . Returns an array of all the equipped weapons ]]
-- @function [parent=#CBaseAnimating] GetEquippedWeapons
-- @param self
-- @return table
function CBaseCombatCharacter.GetEquippedWeapons( self  ) end

---[[ CBaseCombatCharacter.GetWeaponCount  GetWeaponCount() . Gets the number of weapons currently equipped ]]
-- @function [parent=#CBaseCombatCharacter] GetWeaponCount
-- @param self
-- @return int
function CBaseCombatCharacter.GetWeaponCount( self  ) end

---[[ CBaseCombatCharacter.ShootPosition  Returns the shoot position eyes (or hand in VR). ]]
-- @function [parent=#CBaseCombatCharacter] ShootPosition
-- @param self
-- @return #CVector
-- @param nHand int
function CBaseCombatCharacter.ShootPosition( nHand ) end

---[[ CBaseEntity.AddEffects  AddEffects( int ). Adds the render effect flag. ]]
-- @function [parent=#CBaseEntity] AddEffects
-- @param self
-- @return #nil
-- @param #number nFlags int
function CBaseEntity.AddEffects(self, nFlags ) end

---[[ CBaseEntity.ApplyAbsVelocityImpulse  Apply a Velocity Impulse ]]
-- @function [parent=#CBaseEntity] ApplyAbsVelocityImpulse
-- @param self
-- @return #nil
-- @param #CVector vecImpulse Vector
function CBaseEntity.ApplyAbsVelocityImpulse(self, vecImpulse ) end

---[[ CBaseEntity.ApplyLocalAngularVelocityImpulse  Apply an Ang Velocity Impulse ]]
-- @function [parent=#CBaseEntity] 
-- @param self
-- @return #nil
-- @param angImpulse Vector
function CBaseEntity.ApplyLocalAngularVelocityImpulse(self, angImpulse ) end

---[[ CBaseEntity.Attribute_GetFloatValue  Get float value for an entity attribute. ]]
-- @function [parent=#CBaseEntity] Attribute_GetFloatValue
-- @param self
-- @return float
-- @param pName string
-- @param flDefault float
function CBaseEntity.Attribute_GetFloatValue(self, pName, flDefault ) end

---[[ CBaseEntity.Attribute_GetIntValue  Get int value for an entity attribute. ]]
-- @function [parent=#CBaseEntity] Attribute_GetIntValue
-- @param self
-- @return float
-- @param pName string
-- @param nDefault int
function CBaseEntity.Attribute_GetIntValue(self, pName, nDefault ) end

---[[ CBaseEntity.Attribute_SetFloatValue  Set float value for an entity attribute. ]]
-- @function [parent=#CBaseEntity] Attribute_SetFloatValue
-- @param self
-- @return #nil
-- @param pName string
-- @param flValue float
function CBaseEntity.Attribute_SetFloatValue(self, pName, flValue ) end

---[[ CBaseEntity.Attribute_SetIntValue  Set int value for an entity attribute. ]]
-- @function [parent=#CBaseEntity] Attribute_SetIntValue
-- @param self
-- @return #nil
-- @param pName string
-- @param nValue int
function CBaseEntity.Attribute_SetIntValue(self, pName, nValue ) end

---[[ CBaseEntity.DeleteAttribute  Delete an entity attribute. ]]
-- @function [parent=#CBaseEntity] DeleteAttribute
-- @param self
-- @return #nil
-- @param pName string
function CBaseEntity.DeleteAttribute( self , pName ) end

---[[ CBaseEntity.EmitSound  Plays a sound from this entity. ]]
-- @function [parent=#CBaseEntity] EmitSound
-- @param self
-- @return #nil
-- @param soundname string
function CBaseEntity.EmitSound(self, soundname ) end

---[[ CBaseEntity.EmitSoundParams  Plays/modifies a sound from this entity. changes sound if nPitch and/or flVol or flSoundTime is > 0. ]]
-- @function [parent=#CBaseEntity] EmitSoundParams
-- @param self
-- @return #nil
-- @param soundname string
-- @param nPitch int
-- @param flVolume float
-- @param flDelay float
function CBaseEntity.EmitSoundParams(self, soundname, nPitch, flVolume, flDelay ) end

---[[ CBaseEntity.EyeAngles  Get the qangles that this entity is looking at. ]]
-- @function [parent=#CBaseEntity] EyeAngles
-- @param self
-- @return QAngle
function CBaseEntity.EyeAngles(self  ) end

---[[ CBaseEntity.EyePosition  Get vector to eye position - absolute coords. ]]
-- @function [parent=#CBaseEntity] EyePosition
-- @param self
-- @return #CVector
function CBaseEntity.EyePosition(self  ) end

---[[ CBaseEntity.FirstMoveChild   ]]
-- @function [parent=#CBaseEntity] FirstMoveChild
-- @param self
-- @return #CBaseEntity
function CBaseEntity.FirstMoveChild(self  ) end

---[[ CBaseEntity.GatherCriteria  Returns a table containing the criteria that would be used for response queries on this entity. This is the same as the table that is passed to response rule script function callbacks. ]]
-- @function [parent=#CBaseEntity] GatherCriteria
-- @param self
-- @return #nil
-- @param hResult handle
function CBaseEntity.GatherCriteria(self, hResult ) end

---[[ CBaseEntity.GetAbsOrigin   ]]
-- @function [parent=#CBaseEntity] GetAbsOrigin
-- @param self
-- @return #CVector
function CBaseEntity.GetAbsOrigin(self  ) end

---[[ CBaseEntity.GetAngles   ]]
-- @function [parent=#CBaseEntity] GetAngles
-- @param self
-- @return QAngle
function CBaseEntity.GetAngles(self  ) end

---[[ CBaseEntity.GetAnglesAsVector  Get entity pitch, yaw, roll as a vector. ]]
-- @function [parent=#CBaseEntity] GetAnglesAsVector
-- @param self
-- @return #CVector
function CBaseEntity.GetAnglesAsVector(self  ) end

---[[ CBaseEntity.GetAngularVelocity  Get the local angular velocity - returns a vector of pitch,yaw,roll ]]
-- @function [parent=#CBaseEntity] GetAngularVelocity
-- @param self
-- @return #CVector
function CBaseEntity.GetAngularVelocity(self  ) end

---[[ CBaseEntity.GetBaseVelocity  Get Base? velocity. ]]
-- @function [parent=#CBaseEntity] GetBaseVelocity
-- @param self
-- @return #CVector
function CBaseEntity.GetBaseVelocity(self  ) end

---[[ CBaseEntity.GetBoundingMaxs  Get a vector containing max bounds, centered on object. ]]
-- @function [parent=#CBaseEntity] GetBoundingMaxs
-- @param self
-- @return #CVector
function CBaseEntity.GetBoundingMaxs(self  ) end

---[[ CBaseEntity.GetBoundingMins  Get a vector containing min bounds, centered on object. ]]
-- @function [parent=#CBaseEntity] GetBoundingMins
-- @param self
-- @return #CVector
function CBaseEntity.GetBoundingMins(self  ) end

---[[ CBaseEntity.GetBounds  Get a table containing the 'Mins' & 'Maxs' vector bounds, centered on object. ]]
-- @function [parent=#CBaseEntity] GetBounds
-- @param self
-- @return #table
function CBaseEntity.GetBounds(self  ) end

---[[ CBaseEntity.GetCenter  Get vector to center of object - absolute coords ]]
-- @function [parent=#CBaseEntity] GetCenter
-- @param self
-- @return #CVector
function CBaseEntity.GetCenter(self  ) end

---[[ CBaseEntity.GetChildren  Get the entities parented to this entity. ]]
-- @function [parent=#CBaseEntity] GetChildren
-- @param self
-- @return #list<#CBaseEntity>
function CBaseEntity.GetChildren(self  ) end

---[[ CBaseEntity.GetContext  GetContext( name ). looks up a context and returns it if available. May return string, float, or null (if the context isn't found). ]]
-- @function [parent=#CBaseEntity] GetContext
-- @param self
-- @return #string
-- @return #number
-- @return #nil
-- @param name string
function CBaseEntity.GetContext(self, name ) end

---[[ CBaseEntity.GetForwardVector  Get the forward vector of the entity. ]]
-- @function [parent=#CBaseEntity] GetForwardVector
-- @param self
-- @return #CVector
function CBaseEntity.GetForwardVector(self  ) end

---[[ CBaseEntity.GetHealth  Get the health of this entity. ]]
-- @function [parent=#CBaseEntity] GetHealth
-- @param self
-- @return int
function CBaseEntity.GetHealth(self  ) end

---[[ CBaseEntity.GetLocalAngularVelocity  Maybe local angvel ]]
-- @function [parent=#CBaseEntity] GetLocalAngularVelocity
-- @param self
-- @return QAngle
function CBaseEntity.GetLocalAngularVelocity(self  ) end

---[[ CBaseEntity.GetLocalVelocity  Get Entity relative velocity. ]]
-- @function [parent=#CBaseEntity] GetLocalVelocity
-- @param self
-- @return #CVector
function CBaseEntity.GetLocalVelocity(self  ) end

---[[ CBaseEntity.GetMaxHealth  Get the maximum health of this entity. ]]
-- @function [parent=#CBaseEntity] GetMaxHealth
-- @param self
-- @return int
function CBaseEntity.GetMaxHealth(self  ) end

---[[ CBaseEntity.GetModelName  Returns the name of the model. ]]
-- @function [parent=#CBaseEntity] GetModelName
-- @param self
-- @return string
function CBaseEntity.GetModelName(self  ) end

---[[ CBaseEntity.GetMoveParent  If in hierarchy, retrieves the entity's parent. ]]
-- @function [parent=#CBaseEntity] GetMoveParent
-- @param self
-- @return #CBaseEntity
function CBaseEntity.GetMoveParent(self  ) end

---[[ CBaseEntity.GetOrigin   ]]
-- @function [parent=#CBaseEntity] GetOrigin
-- @param self
-- @return #CVector
function CBaseEntity.GetOrigin(self  ) end

---[[ CBaseEntity.GetOwner  Gets this entity's owner ]]
-- @function [parent=#CBaseEntity] GetOwner
-- @param self
-- @return handle
function CBaseEntity.GetOwner(self  ) end

---[[ CBaseEntity.GetOwnerEntity  Get the owner entity, if there is one ]]
-- @function [parent=#CBaseEntity] GetOwnerEntity
-- @param self
-- @return #CBaseEntity
function CBaseEntity.GetOwnerEntity(self  ) end

---[[ CBaseEntity.GetRightVector  Get the right vector of the entity. ]]
-- @function [parent=#CBaseEntity] GetRightVector
-- @param self
-- @return #CVector
function CBaseEntity.GetRightVector(self  ) end

---[[ CBaseEntity.GetRootMoveParent  If in hierarchy, walks up the hierarchy to find the root parent. ]]
-- @function [parent=#CBaseEntity] GetRootMoveParent
-- @param self
-- @return #CBaseEntity
function CBaseEntity.GetRootMoveParent(self  ) end

---[[ CBaseEntity.GetSoundDuration  Returns float duration of the sound. Takes soundname and optional actormodelname. ]]
-- @function [parent=#CBaseEntity] GetSoundDuration
-- @param self
-- @return float
-- @param soundname string
-- @param actormodel string
function CBaseEntity.GetSoundDuration(self, soundname, actormodel ) end

---[[ CBaseEntity.GetTeam  Get the team number of this entity. ]]
-- @function [parent=#CBaseEntity] GetTeam
-- @param self
-- @return int
function CBaseEntity.GetTeam(self  ) end

---[[ CBaseEntity.GetTeamNumber  Get the team number of this entity. ]]
-- @function [parent=#CBaseEntity] GetTeamNumber
-- @param self
-- @return int
function CBaseEntity.GetTeamNumber(self ) end

---[[ CBaseEntity.GetUpVector  Get the up vector of the entity. ]]
-- @function [parent=#CBaseEntity] GetUpVector
-- @param self
-- @return #CVector
function CBaseEntity.GetUpVector(self  ) end

---[[ CBaseEntity.GetVelocity   ]]
-- @function [parent=#CBaseEntity] GetVelocity
-- @param self
-- @return #CVector
function CBaseEntity.GetVelocity(self  ) end

---[[ CBaseEntity.HasAttribute  See if an entity has a particular attribute. ]]
-- @function [parent=#CBaseEntity] HasAttribute
-- @param self
-- @return bool
-- @param pName string
function CBaseEntity.HasAttribute( self , pName ) end

---[[ CBaseEntity.IsAlive  Is this entity alive? ]]
-- @function [parent=#CBaseEntity] IsAlive
-- @param self
-- @return bool
function CBaseEntity.IsAlive(self  ) end

---[[ CBaseEntity.IsPlayer  Is this entity a player? ]]
-- @function [parent=#CBaseEntity] IsPlayer
-- @param self
-- @return bool
function CBaseEntity.IsPlayer(self ) end

---[[ CBaseEntity.Kill   ]]
-- @function [parent=#CBaseEntity] Kill
-- @param self
-- @return #nil
function CBaseEntity.Kill(self) end

---[[ CBaseEntity.NextMovePeer   ]]
-- @function [parent=#CBaseEntity] NextMovePeer
-- @param self
-- @return #CBaseEntity
function CBaseEntity.NextMovePeer(self  ) end

---[[ CBaseEntity.OverrideFriction  Takes duration, value for a temporary override. ]]
-- @function [parent=#CBaseEntity] OverrideFriction
-- @param self
-- @return #nil
-- @param duration float
-- @param friction float
function CBaseEntity.OverrideFriction(self, duration, friction ) end

---[[ CBaseEntity.PrecacheScriptSound  Precache a sound for later playing. ]]
-- @function [parent=#CBaseEntity] PrecacheScriptSound
-- @param self
-- @return #nil
-- @param soundname string
function CBaseEntity.PrecacheScriptSound(self, soundname ) end

---[[ CBaseEntity.RemoveEffects  RemoveEffects( int ). Removes the render effect flag. ]]
-- @function [parent=#CBaseEntity] RemoveEffects
-- @param self
-- @return #nil
-- @param nFlags int
function CBaseEntity.RemoveEffects(self, nFlags ) end

---[[ CBaseEntity.SetAbsOrigin   ]]
-- @function [parent=#CBaseEntity] SetAbsOrigin
-- @param self
-- @return #nil
-- @param origin Vector
function CBaseEntity.SetAbsOrigin(self, origin ) end

---[[ CBaseEntity.SetAngles  Set entity pitch, yaw, roll. ]]
-- @function [parent=#CBaseEntity] SetAngles
-- @param self
-- @return #nil
-- @param fPitch float
-- @param fYaw float
-- @param fRoll float
function CBaseEntity.SetAngles(self, fPitch, fYaw, fRoll ) end

---[[ CBaseEntity.SetAngularVelocity  Set the local angular velocity - takes float pitch,yaw,roll velocities ]]
-- @function [parent=#CBaseEntity] SetAngularVelocity
-- @param self
-- @return #nil
-- @param pitchVel float
-- @param yawVel float
-- @param rollVel float
function CBaseEntity.SetAngularVelocity(self, pitchVel, yawVel, rollVel ) end

---[[ CBaseEntity.SetConstraint  Set the position of the constraint. ]]
-- @function [parent=#CBaseEntity] SetConstraint
-- @param self
-- @return #nil
-- @param vPos Vector
function CBaseEntity.SetConstraint(self, vPos ) end

---[[ CBaseEntity.SetContext  SetContext( name , value, duration ). store any key/value pair in this entity's dialog contexts. Value must be a string. Will last for duration (set 0 to mean 'forever'). ]]
-- @function [parent=#CBaseEntity] SetContext
-- @param self
-- @return #nil
-- @param pName string
-- @param pValue string
-- @param duration float
function CBaseEntity.SetContext(self, pName, pValue, duration ) end

---[[ CBaseEntity.SetContextNum  SetContextNum( name , value, duration ). store any key/value pair in this entity's dialog contexts. Value must be a number (int or float). Will last for duration (set 0 to mean 'forever'). ]]
-- @function [parent=#CBaseEntity] SetContextNum
-- @param self
-- @return #nil
-- @param pName string
-- @param fValue float
-- @param duration float
function CBaseEntity.SetContextNum(self, pName, fValue, duration ) end

---[[ CBaseEntity.SetContextThink  Set a think function on this entity. ]]
-- @function [parent=#CBaseEntity] SetContextThink
-- @param self
-- @return #nil
-- @param pszContextName string
-- @param hThinkFunc handle
-- @param flInterval float
function CBaseEntity.SetContextThink(self, pszContextName, hThinkFunc, flInterval ) end

---[[ CBaseEntity.SetForwardVector  Set the orientation of the entity to have this forward vector. ]]
-- @function [parent=#CBaseEntity] SetForwardVector
-- @param self
-- @return #nil
-- @param v Vector
function CBaseEntity.SetForwardVector(self, v ) end

---[[ CBaseEntity.SetFriction  Set PLAYER friction, ignored for objects. ]]
-- @function [parent=#CBaseEntity] SetFriction
-- @param self
-- @return #nil
-- @param flFriction float
function CBaseEntity.SetFriction(self, flFriction ) end

---[[ CBaseEntity.SetGravity  Set PLAYER gravity, ignored for objects. ]]
-- @function [parent=#CBaseEntity] SetGravity
-- @param self
-- @return #nil
-- @param flGravity float
function CBaseEntity.SetGravity(self, flGravity ) end

---[[ CBaseEntity.SetHealth  Set the health of this entity. ]]
-- @function [parent=#CBaseEntity] SetHealth
-- @param self
-- @return #nil
-- @param nHealth int
function CBaseEntity.SetHealth(self, nHealth ) end

---[[ CBaseEntity.SetMaxHealth  Set the maximum health of this entity. ]]
-- @function [parent=#CBaseEntity] SetMaxHealth
-- @param self
-- @return #nil
-- @param amt int
function CBaseEntity.SetMaxHealth(self, amt ) end

---[[ CBaseEntity.SetOrigin   ]]
-- @function [parent=#CBaseEntity] SetOrigin
-- @param self
-- @return #nil
-- @param v Vector
function CBaseEntity.SetOrigin(self, v ) end

---[[ CBaseEntity.SetOwner  Sets this entity's owner ]]
-- @function [parent=#CBaseEntity] SetOwner
-- @param self
-- @return #nil
-- @param pOwner handle
function CBaseEntity.SetOwner(self, pOwner ) end

---[[ CBaseEntity.SetParent  Set the parent for this entity. ]]
-- @function [parent=#CBaseEntity] SetParent
-- @param self
-- @return #nil
-- @param hParent handle
-- @param pAttachmentname string
function CBaseEntity.SetParent(self, hParent, pAttachmentname ) end

---[[ CBaseEntity.SetTeam   ]]
-- @function [parent=#CBaseEntity] SetTeam
-- @param self
-- @return #nil
-- @param iTeamNum int
function CBaseEntity.SetTeam(self, iTeamNum ) end

---[[ CBaseEntity.SetVelocity   ]]
-- @function [parent=#CBaseEntity] SetVelocity
-- @param self
-- @return #nil
-- @param vecVelocity Vector
function CBaseEntity.SetVelocity(self, vecVelocity ) end

---[[ CBaseEntity.StopSound  Stops a named sound playing from this entity. ]]
-- @function [parent=#CBaseEntity] StopSound
-- @param self
-- @return #nil
-- @param soundname string
function CBaseEntity.StopSound(self, soundname ) end

---[[ CBaseEntity.Trigger  Fires off this entity's OnTrigger responses. ]]
-- @function [parent=#CBaseEntity] Trigger
-- @param self
-- @return #nil
function CBaseEntity.Trigger(self  ) end

---[[ CBaseFlex.GetCurrentScene  Returns the instance of the oldest active scene entity (if any). ]]
-- @function [parent=#CBaseFlex] GetCurrentScene
-- @param self
-- @return #CBaseEntity
function CBaseFlex.GetCurrentScene(self  ) end

---[[ CBaseFlex.GetSceneByIndex  Returns the instance of the scene entity at the specified index. ]]
-- @function [parent=#CBaseFlex] GetSceneByIndex
-- @param self
-- @return #CBaseEntity
-- @param index int
function CBaseFlex.GetSceneByIndex( self , index ) end

---[[ CBaseModelEntity.SetLightGroup  SetLightGroup( string ). Sets the light group of the entity. ]]
-- @function [parent=#CBaseModelEntity] SetLightGroup
-- @param self
-- @return #nil
-- @param pLightGroup string
function CBaseModelEntity.SetLightGroup( self , pLightGroup ) end

---[[ CBaseModelEntity.SetModel   ]]
-- @function [parent=#CBaseModelEntity] SetModel
-- @param self
-- @return #nil
-- @param pModelName string
function CBaseModelEntity.SetModel( self , pModelName ) end

---[[ CBaseModelEntity.SetRenderColor  SetRenderColor( r, g, b ). Sets the render color of the entity. ]]
-- @function [parent=#CBaseModelEntity] SetRenderColor
-- @param self
-- @return #nil
-- @param r int
-- @param g int
-- @param b int
function CBaseModelEntity.SetRenderColor( r, g, b ) end

---[[ CBaseModelEntity.SetRenderMode  SetRenderMode( int ). Sets the render mode of the entity. ]]
-- @function [parent=#CBaseModelEntity] SetRenderMode
-- @param self
-- @return #nil
-- @param nMode int
function CBaseModelEntity.SetRenderMode( nMode ) end

---[[ CBaseModelEntity.SetSize   ]]
-- @function [parent=#CBaseModelEntity] SetSize
-- @param self
-- @return #nil
-- @param mins Vector
-- @param maxs Vector
function CBaseModelEntity.SetSize( mins, maxs ) end

---[[ CBasePlayer.GetHMDAvatar  Returns the HMD Avatar entity for this player if it exists. ]]
-- @function [parent=#CBasePlayer] GetHMDAvatar
-- @param self
-- @return handle
function CBasePlayer.GetHMDAvatar( self  ) end

---[[ CBasePlayer.IsNoclipping  Returns true if the player is in noclip mode. ]]
-- @function [parent=#CBasePlayer] IsNoclipping
-- @param self
-- @return bool
function CBasePlayer.IsNoclipping( self  ) end

---[[ CBasePlayer.IsSteamControllerButtonPressed  Returns true if the controller button is pressed. ]]
-- @function [parent=#CBasePlayer] IsSteamControllerButtonPressed
-- @param self
-- @return bool
-- @param nControllerNumber int
-- @param nButton int
function CBasePlayer.IsSteamControllerButtonPressed( nControllerNumber, nButton ) end

---[[ CBasePlayer.IsUsePressed  Returns true if the use key is pressed. ]]
-- @function [parent=#CBasePlayer] IsUsePressed
-- @param self
-- @return bool
function CBasePlayer.IsUsePressed( self  ) end

---[[ CBasePlayer.IsVRControllerButtonPressed  Returns true if the controller button is pressed. ]]
-- @function [parent=#CBasePlayer] IsVRControllerButtonPressed
-- @param self
-- @return bool
-- @param nButton int
function CBasePlayer.IsVRControllerButtonPressed( nButton ) end

---[[ CBasePlayer.Quit  Quit the game from script. ]]
-- @function [parent=#CBasePlayer] Quit
-- @param self
-- @return #nil
function CBasePlayer.Quit( self  ) end

---[[ CBaseTrigger.Disable  Disable's the trigger ]]
-- @function [parent=#CBaseTrigger] Disable
-- @param self
-- @return #nil
function CBaseTrigger.Disable( self  ) end

---[[ CBaseTrigger.Enable  Enable the trigger ]]
-- @function [parent=#CBaseTrigger] Enable
-- @param self
-- @return #nil
function CBaseTrigger.Enable( self  ) end

---[[ CBaseTrigger.IsTouching  Checks whether the passed entity is touching the trigger. ]]
-- @function [parent=#CBaseTrigger] IsTouching
-- @param self
-- @return bool
-- @param hEnt handle
function CBaseTrigger.IsTouching( self , hEnt ) end

---[[ CBodyComponent.AddImpulseAtPosition  Apply an impulse at a worldspace position to the physics ]]
-- @function [parent=#CBodyComponent] AddImpulseAtPosition
-- @param self
-- @return #nil
-- @param Vector_1 Vector
-- @param Vector_2 Vector
function CBodyComponent.AddImpulseAtPosition( self , vector_1, Vector_2 ) end

---[[ CBodyComponent.AddVelocity  Add linear and angular velocity to the physics object ]]
-- @function [parent=#CBodyComponent] AddVelocity
-- @param self
-- @return #nil
-- @param Vector_1 Vector
-- @param Vector_2 Vector
function CBodyComponent.AddVelocity( self , vector_1, Vector_2 ) end

---[[ CBodyComponent.DetachFromParent  Detach from its parent ]]
-- @function [parent=#CBodyComponent] DetachFromParent
-- @param self
-- @return #nil
function CBodyComponent.DetachFromParent( self  ) end

---[[ CBodyComponent.GetSequence  Returns the active sequence]]
-- @function [parent=#CBodyComponent] GetSequence
-- @param self
-- @return <unknown>
function CBodyComponent.GetSequence( self  ) end

---[[ CBodyComponent.IsAttachedToParent  Is attached to parent ]]
-- @function [parent=#CBodyComponent] IsAttachedToParent
-- @param self
-- @return bool
function CBodyComponent.IsAttachedToParent( self  ) end

---[[ CBodyComponent.LookupSequence  Returns a sequence id given a name ]]
-- @function [parent=#CBodyComponent] LookupSequence
-- @param self
-- @return <unknown>
-- @param string_1 string
function CBodyComponent.LookupSequence( self , string_1 ) end

---[[ CBodyComponent.SequenceDuration  Returns the duration in seconds of the specified sequence ]]
-- @function [parent=#CBodyComponent] SequenceDuration
-- @param self
-- @return float
-- @param string_1 string
function CBodyComponent.SequenceDuration( self , string_1 ) end

---[[ CBodyComponent.SetAngularVelocity   ]]
-- @function [parent=#CBodyComponent] SetAngularVelocity
-- @param self
-- @return #nil
-- @param Vector_1 Vector
function CBodyComponent.SetAngularVelocity( self , vector_1 ) end

---[[ CBodyComponent.SetAnimation  Pass string for the animation to play on this model ]]
-- @function [parent=#CBodyComponent] SetAnimation
-- @param self
-- @return #nil
-- @param string_1 string
function CBodyComponent.SetAnimation( self , string_1 ) end

---[[ CBodyComponent.SetBodyGroup   ]]
-- @function [parent=#CBodyComponent] SetBodyGroup
-- @param self
-- @return #nil
-- @param string_1 string
function CBodyComponent.SetBodyGroup( self , string_1 ) end

---[[ CBodyComponent.SetMaterialGroup   ]]
-- @function [parent=#CBodyComponent] SetMaterialGroup
-- @param self
-- @return #nil
-- @param utlstringtoken_1 utlstringtoken
function CBodyComponent.SetMaterialGroup( self , utlstringtoken_1 ) end

---[[ CBodyComponent.SetVelocity   ]]
-- @function [parent=#CBodyComponent] SetVelocity
-- @param self
-- @return #nil
-- @param Vector_1 Vector
function CBodyComponent.SetVelocity( self , vector_1 ) end

---[[ CCustomGameEventManager.RegisterListener  ( string EventName, func CallbackFunction ) - Register a callback to be called when a particular custom event arrives. Returns a listener ID that can be used to unregister later. ]]
-- @function [parent=#CCustomGameEventManager] RegisterListener
-- @param self
-- @return int
-- @param string_1 string
-- @param handle_2 handle
function CCustomGameEventManager.RegisterListener( self , string_1, handle_2 ) end

---[[ CCustomGameEventManager.Send_ServerToAllClients  ( string EventName, table EventData ) ]]
-- @function [parent=#CCustomGameEventManager] Send_ServerToAllClients
-- @param self
-- @return #nil
-- @param string_1 string
-- @param handle_2 handle
function CCustomGameEventManager.Send_ServerToAllClients( self , string_1, handle_2 ) end

---[[ CCustomGameEventManager.Send_ServerToPlayer  ( Entity Player, string EventName, table EventData ) ]]
-- @function [parent=#CCustomGameEventManager] Send_ServerToPlayer
-- @param self
-- @return #nil
-- @param handle_1 handle
-- @param string_2 string
-- @param handle_3 handle
function CCustomGameEventManager.Send_ServerToPlayer( self , handle_1, string_2, handle_3 ) end

---[[ CCustomGameEventManager.Send_ServerToTeam  ( int TeamNumber, string EventName, table EventData ) ]]
-- @function [parent=#CCustomGameEventManager] Send_ServerToTeam
-- @param self
-- @return #nil
-- @param int_1 int
-- @param string_2 string
-- @param handle_3 handle
function CCustomGameEventManager.Send_ServerToTeam( self , int_1, string_2, handle_3 ) end

---[[ CCustomGameEventManager.UnregisterListener  ( int ListnerID ) - Unregister a specific listener ]]
-- @function [parent=#CCustomGameEventManager] UnregisterListener
-- @param self
-- @return #nil
-- @param int_1 int
function CCustomGameEventManager.UnregisterListener( self , int_1 ) end

---[[ CCustomNetTableManager.GetTableValue  ( string TableName, string KeyName ) ]]
-- @function [parent=#CCustomNetTableManager] GetTableValue
-- @param self
-- @return #table
-- @param string_1 string
-- @param string_2 string
function CCustomNetTableManager.GetTableValue( self , string_1, string_2 ) end

---[[ CCustomNetTableManager.SetTableValue  ( string TableName, string KeyName, script_table Value ) ]]
-- @function [parent=#CCustomNetTableManager] SetTableValue
-- @param self
-- @return bool
-- @param string_1 string
-- @param string_2 string
-- @param handle_3 handle
function CCustomNetTableManager.SetTableValue( self , string_1, string_2, handle_3 ) end

---[[ CDOTABaseAbility.CanAbilityBeUpgraded   ]]
-- @function [parent=#CDOTABaseAbility] CanAbilityBeUpgraded
-- @param self
-- @return #boolean
function CDOTABaseAbility.CanAbilityBeUpgraded( self  ) end

---[[ CDOTABaseAbility.CastAbility   ]]
-- @function [parent=#CDOTABaseAbility] CastAbility
-- @param self
-- @return #nil
function CDOTABaseAbility.CastAbility( self  ) end

---[[ CDOTABaseAbility.ContinueCasting   ]]
-- @function [parent=#CDOTABaseAbility] ContinueCasting
-- @param self
-- @return bool
function CDOTABaseAbility.ContinueCasting( self  ) end

---[[ CDOTABaseAbility.CreateVisibilityNode   ]]
-- @function [parent=#CDOTABaseAbility] CreateVisibilityNode
-- @param self
-- @return #nil
-- @param vLocation Vector
-- @param fRadius float
-- @param fDuration float
function CDOTABaseAbility.CreateVisibilityNode( self , vLocation, fRadius, fDuration ) end

---[[ CDOTABaseAbility.DecrementModifierRefCount   ]]
-- @function [parent=#CDOTABaseAbility] DecrementModifierRefCount
-- @param self
-- @return #nil
function CDOTABaseAbility.DecrementModifierRefCount( self  ) end

---[[ CDOTABaseAbility.EndChannel   ]]
-- @function [parent=#CDOTABaseAbility] EndChannel
-- @param self
-- @return #nil
-- @param bInterrupted bool
function CDOTABaseAbility.EndChannel( self , bInterrupted ) end

---[[ CDOTABaseAbility.EndCooldown  Clear the cooldown remaining on this ability. ]]
-- @function [parent=#CDOTABaseAbility] EndCooldown
-- @param self
-- @return #nil
function CDOTABaseAbility.EndCooldown( self  ) end

---[[ CDOTABaseAbility.GetAbilityDamage   ]]
-- @function [parent=#CDOTABaseAbility] GetAbilityDamage
-- @param self
-- @return int
function CDOTABaseAbility.GetAbilityDamage( self  ) end

---[[ CDOTABaseAbility.GetAbilityDamageType   ]]
-- @function [parent=#CDOTABaseAbility] GetAbilityDamageType
-- @param self
-- @return int
function CDOTABaseAbility.GetAbilityDamageType( self  ) end

---[[ CDOTABaseAbility.GetAbilityIndex   ]]
-- @function [parent=#CDOTABaseAbility] GetAbilityIndex
-- @param self
-- @return int
function CDOTABaseAbility.GetAbilityIndex( self  ) end

---[[ CDOTABaseAbility.GetAbilityName  Returns the name of this ability. ]]
-- @function [parent=#CDOTABaseAbility] GetAbilityName
-- @param self
-- @return string
function CDOTABaseAbility.GetAbilityName( self  ) end

---[[ CDOTABaseAbility.GetAbilityTargetFlags   ]]
-- @function [parent=#CDOTABaseAbility] GetAbilityTargetFlags
-- @param self
-- @return int
function CDOTABaseAbility.GetAbilityTargetFlags( self  ) end

---[[ CDOTABaseAbility.GetAbilityTargetTeam   ]]
-- @function [parent=#CDOTABaseAbility] GetAbilityTargetTeam
-- @param self
-- @return int
function CDOTABaseAbility.GetAbilityTargetTeam( self  ) end

---[[ CDOTABaseAbility.GetAbilityTargetType   ]]
-- @function [parent=#CDOTABaseAbility] GetAbilityTargetType
-- @param self
-- @return int
function CDOTABaseAbility.GetAbilityTargetType( self  ) end

---[[ CDOTABaseAbility.GetAbilityType   ]]
-- @function [parent=#CDOTABaseAbility] GetAbilityType
-- @param self
-- @return int
function CDOTABaseAbility.GetAbilityType( self  ) end

---[[ CDOTABaseAbility.GetAnimationIgnoresModelScale   ]]
-- @function [parent=#CDOTABaseAbility] GetAnimationIgnoresModelScale
-- @param self
-- @return bool
function CDOTABaseAbility.GetAnimationIgnoresModelScale( self  ) end

---[[ CDOTABaseAbility.GetAssociatedPrimaryAbilities   ]]
-- @function [parent=#CDOTABaseAbility] GetAssociatedPrimaryAbilities
-- @param self
-- @return string
function CDOTABaseAbility.GetAssociatedPrimaryAbilities( self  ) end

---[[ CDOTABaseAbility.GetAssociatedSecondaryAbilities   ]]
-- @function [parent=#CDOTABaseAbility] GetAssociatedSecondaryAbilities
-- @param self
-- @return string
function CDOTABaseAbility.GetAssociatedSecondaryAbilities( self  ) end

---[[ CDOTABaseAbility.GetAutoCastState   ]]
-- @function [parent=#CDOTABaseAbility] GetAutoCastState
-- @param self
-- @return bool
function CDOTABaseAbility.GetAutoCastState( self  ) end

---[[ CDOTABaseAbility.GetBackswingTime   ]]
-- @function [parent=#CDOTABaseAbility] GetBackswingTime
-- @param self
-- @return float
function CDOTABaseAbility.GetBackswingTime( self  ) end

---[[ CDOTABaseAbility.GetBehavior   ]]
-- @function [parent=#CDOTABaseAbility] GetBehavior
-- @param self
-- @return int
function CDOTABaseAbility.GetBehavior( self  ) end

---[[ CDOTABaseAbility.GetCastPoint   ]]
-- @function [parent=#CDOTABaseAbility] GetCastPoint
-- @param self
-- @return float
function CDOTABaseAbility.GetCastPoint( self  ) end

---[[ CDOTABaseAbility.GetCastRange  Gets the cast range of the ability. ]]
-- @function [parent=#CDOTABaseAbility] GetCastRange
-- @param self
-- @return int
-- @param vLocation Vector
-- @param hTarget handle
function CDOTABaseAbility.GetCastRange( self , vLocation, hTarget ) end

---[[ CDOTABaseAbility.GetCaster   ]]
-- @function [parent=#CDOTABaseAbility] GetCaster
-- @param self
-- @return #CDOTA_BaseNPC
function CDOTABaseAbility.GetCaster( self  ) end

---[[ CDOTABaseAbility.GetChannelStartTime   ]]
-- @function [parent=#CDOTABaseAbility] GetChannelStartTime
-- @param self
-- @return float
function CDOTABaseAbility.GetChannelStartTime( self  ) end

---[[ CDOTABaseAbility.GetChannelTime   ]]
-- @function [parent=#CDOTABaseAbility] GetChannelTime
-- @param self
-- @return float
function CDOTABaseAbility.GetChannelTime( self  ) end

---[[ CDOTABaseAbility.GetChannelledManaCostPerSecond   ]]
-- @function [parent=#CDOTABaseAbility] GetChannelledManaCostPerSecond
-- @param self
-- @return int
-- @param iLevel int
function CDOTABaseAbility.GetChannelledManaCostPerSecond( self , iLevel ) end

---[[ CDOTABaseAbility.GetCloneSource   ]]
-- @function [parent=#CDOTABaseAbility] GetCloneSource
-- @param self
-- @return handle
function CDOTABaseAbility.GetCloneSource( self  ) end

---[[ CDOTABaseAbility.GetConceptRecipientType   ]]
-- @function [parent=#CDOTABaseAbility] GetConceptRecipientType
-- @param self
-- @return int
function CDOTABaseAbility.GetConceptRecipientType( self  ) end

---[[ CDOTABaseAbility.GetCooldown  Get the cooldown duration for this ability at a given level, not the amount of cooldown actually left. ]]
-- @function [parent=#CDOTABaseAbility] GetCooldown
-- @param self
-- @return float
-- @param iLevel int
function CDOTABaseAbility.GetCooldown( self , iLevel ) end

---[[ CDOTABaseAbility.GetCooldownTime   ]]
-- @function [parent=#CDOTABaseAbility] GetCooldownTime
-- @param self
-- @return float
function CDOTABaseAbility.GetCooldownTime( self  ) end

---[[ CDOTABaseAbility.GetCooldownTimeRemaining   ]]
-- @function [parent=#CDOTABaseAbility] GetCooldownTimeRemaining
-- @param self
-- @return float
function CDOTABaseAbility.GetCooldownTimeRemaining( self  ) end

---[[ CDOTABaseAbility.GetCursorPosition   ]]
-- @function [parent=#CDOTABaseAbility] GetCursorPosition
-- @param self
-- @return #CVector
function CDOTABaseAbility.GetCursorPosition( self  ) end

---[[ CDOTABaseAbility.GetCursorTarget   ]]
-- @function [parent=#CDOTABaseAbility] GetCursorTarget
-- @param self
-- @return #CDOTA_BaseNPC
function CDOTABaseAbility.GetCursorTarget( self  ) end

---[[ CDOTABaseAbility.GetCursorTargetingNothing   ]]
-- @function [parent=#CDOTABaseAbility] GetCursorTargetingNothing
-- @param self
-- @return bool
function CDOTABaseAbility.GetCursorTargetingNothing( self  ) end

---[[ CDOTABaseAbility.GetDuration   ]]
-- @function [parent=#CDOTABaseAbility] GetDuration
-- @param self
-- @return float
function CDOTABaseAbility.GetDuration( self  ) end

---[[ CDOTABaseAbility.GetGoldCost   ]]
-- @function [parent=#CDOTABaseAbility] GetGoldCost
-- @param self
-- @return int
-- @param iLevel int
function CDOTABaseAbility.GetGoldCost( self , iLevel ) end

---[[ CDOTABaseAbility.GetGoldCostForUpgrade   ]]
-- @function [parent=#CDOTABaseAbility] GetGoldCostForUpgrade
-- @param self
-- @return int
-- @param iLevel int
function CDOTABaseAbility.GetGoldCostForUpgrade( self , iLevel ) end

---[[ CDOTABaseAbility.GetHeroLevelRequiredToUpgrade   ]]
-- @function [parent=#CDOTABaseAbility] GetHeroLevelRequiredToUpgrade
-- @param self
-- @return int
function CDOTABaseAbility.GetHeroLevelRequiredToUpgrade( self  ) end

---[[ CDOTABaseAbility.GetIntrinsicModifierName   ]]
-- @function [parent=#CDOTABaseAbility] GetIntrinsicModifierName
-- @param self
-- @return string
function CDOTABaseAbility.GetIntrinsicModifierName( self  ) end

---[[ CDOTABaseAbility.GetLevel  Get the current level of the ability. ]]
-- @function [parent=#CDOTABaseAbility] GetLevel
-- @param self
-- @return int
function CDOTABaseAbility.GetLevel( self  ) end

---[[ CDOTABaseAbility.GetLevelSpecialValueFor   ]]
-- @function [parent=#CDOTABaseAbility] GetLevelSpecialValueFor
-- @param self
-- @return #string
-- @return #number
-- @param #string szName
-- @param #number nLevel
function CDOTABaseAbility.GetLevelSpecialValueFor(self, szName, nLevel ) end

---[[ CDOTABaseAbility.GetManaCost   ]]
-- @function [parent=#CDOTABaseAbility] GetManaCost
-- @param self
-- @return int
-- @param iLevel int
function CDOTABaseAbility.GetManaCost( self , iLevel ) end

---[[ CDOTABaseAbility.GetMaxLevel   ]]
-- @function [parent=#CDOTABaseAbility] GetMaxLevel
-- @param self
-- @return int
function CDOTABaseAbility.GetMaxLevel( self  ) end

---[[ CDOTABaseAbility.GetModifierValue   ]]
-- @function [parent=#CDOTABaseAbility] GetModifierValue
-- @param self
-- @return float
function CDOTABaseAbility.GetModifierValue( self  ) end

---[[ CDOTABaseAbility.GetModifierValueBonus   ]]
-- @function [parent=#CDOTABaseAbility] GetModifierValueBonus
-- @param self
-- @return float
function CDOTABaseAbility.GetModifierValueBonus( self  ) end

---[[ CDOTABaseAbility.GetPlaybackRateOverride   ]]
-- @function [parent=#CDOTABaseAbility] GetPlaybackRateOverride
-- @param self
-- @return float
function CDOTABaseAbility.GetPlaybackRateOverride( self  ) end

---[[ CDOTABaseAbility.GetSharedCooldownName   ]]
-- @function [parent=#CDOTABaseAbility] GetSharedCooldownName
-- @param self
-- @return string
function CDOTABaseAbility.GetSharedCooldownName( self  ) end

---[[ CDOTABaseAbility.GetSpecialValueFor  Gets a value from this ability's special value block for its current level. ]]
-- @function [parent=#CDOTABaseAbility] GetSpecialValueFor
-- @param self
-- @return #number
-- @param #string szName
function CDOTABaseAbility.GetSpecialValueFor( self, szName ) end

---[[ CDOTABaseAbility.GetStolenActivityModifier   ]]
-- @function [parent=#CDOTABaseAbility] GetStolenActivityModifier
-- @param self
-- @return string
function CDOTABaseAbility.GetStolenActivityModifier( self  ) end

---[[ CDOTABaseAbility.GetToggleState   ]]
-- @function [parent=#CDOTABaseAbility] GetToggleState
-- @param self
-- @return bool
function CDOTABaseAbility.GetToggleState( self  ) end

---[[ CDOTABaseAbility.HeroXPChange   ]]
-- @function [parent=#CDOTABaseAbility] HeroXPChange
-- @param self
-- @return bool
-- @param flXP float
function CDOTABaseAbility.HeroXPChange( self , flXP ) end

---[[ CDOTABaseAbility.IncrementModifierRefCount   ]]
-- @function [parent=#CDOTABaseAbility] IncrementModifierRefCount
-- @param self
-- @return #nil
function CDOTABaseAbility.IncrementModifierRefCount( self  ) end

---[[ CDOTABaseAbility.IsActivated   ]]
-- @function [parent=#CDOTABaseAbility] IsActivated
-- @param self
-- @return bool
function CDOTABaseAbility.IsActivated( self  ) end

---[[ CDOTABaseAbility.IsAttributeBonus   ]]
-- @function [parent=#CDOTABaseAbility] IsAttributeBonus
-- @param self
-- @return bool
function CDOTABaseAbility.IsAttributeBonus( self  ) end

---[[ CDOTABaseAbility.IsChanneling  Returns whether the ability is currently channeling. ]]
-- @function [parent=#CDOTABaseAbility] IsChanneling
-- @param self
-- @return bool
function CDOTABaseAbility.IsChanneling( self  ) end

---[[ CDOTABaseAbility.IsCooldownReady   ]]
-- @function [parent=#CDOTABaseAbility] IsCooldownReady
-- @param self
-- @return bool
function CDOTABaseAbility.IsCooldownReady( self  ) end

---[[ CDOTABaseAbility.IsCosmetic   ]]
-- @function [parent=#CDOTABaseAbility] IsCosmetic
-- @param self
-- @return bool
-- @param hEntity handle
function CDOTABaseAbility.IsCosmetic( self , hEntity ) end

---[[ CDOTABaseAbility.IsFullyCastable  Returns whether the ability can be cast. ]]
-- @function [parent=#CDOTABaseAbility] IsFullyCastable
-- @param self
-- @return bool
function CDOTABaseAbility.IsFullyCastable( self  ) end

---[[ CDOTABaseAbility.IsHidden   ]]
-- @function [parent=#CDOTABaseAbility] IsHidden
-- @param self
-- @return bool
function CDOTABaseAbility.IsHidden( self  ) end

---[[ CDOTABaseAbility.IsHiddenWhenStolen   ]]
-- @function [parent=#CDOTABaseAbility] IsHiddenWhenStolen
-- @param self
-- @return bool
function CDOTABaseAbility.IsHiddenWhenStolen( self  ) end

---[[ CDOTABaseAbility.IsInAbilityPhase  Returns whether the ability is currently casting. ]]
-- @function [parent=#CDOTABaseAbility] IsInAbilityPhase
-- @param self
-- @return bool
function CDOTABaseAbility.IsInAbilityPhase( self  ) end

---[[ CDOTABaseAbility.IsItem   ]]
-- @function [parent=#CDOTABaseAbility] IsItem
-- @param self
-- @return bool
function CDOTABaseAbility.IsItem( self  ) end

---[[ CDOTABaseAbility.IsOwnersGoldEnough   ]]
-- @function [parent=#CDOTABaseAbility] IsOwnersGoldEnough
-- @param self
-- @return bool
-- @param nIssuerPlayerID int
function CDOTABaseAbility.IsOwnersGoldEnough( self, nIssuerPlayerID ) end

---[[ CDOTABaseAbility.IsOwnersGoldEnoughForUpgrade   ]]
-- @function [parent=#CDOTABaseAbility] IsOwnersGoldEnoughForUpgrade
-- @param self
-- @return bool
function CDOTABaseAbility.IsOwnersGoldEnoughForUpgrade( self  ) end

---[[ CDOTABaseAbility.IsOwnersManaEnough   ]]
-- @function [parent=#CDOTABaseAbility] IsOwnersManaEnough
-- @param self
-- @return bool
function CDOTABaseAbility.IsOwnersManaEnough( self  ) end

---[[ CDOTABaseAbility.IsPassive   ]]
-- @function [parent=#CDOTABaseAbility] IsPassive
-- @param self
-- @return bool
function CDOTABaseAbility.IsPassive( self  ) end

---[[ CDOTABaseAbility.IsSharedWithTeammates   ]]
-- @function [parent=#CDOTABaseAbility] IsSharedWithTeammates
-- @param self
-- @return bool
function CDOTABaseAbility.IsSharedWithTeammates( self  ) end

---[[ CDOTABaseAbility.IsStealable   ]]
-- @function [parent=#CDOTABaseAbility] IsStealable
-- @param self
-- @return bool
function CDOTABaseAbility.IsStealable( self  ) end

---[[ CDOTABaseAbility.IsStolen   ]]
-- @function [parent=#CDOTABaseAbility] IsStolen
-- @param self
-- @return bool
function CDOTABaseAbility.IsStolen( self  ) end

---[[ CDOTABaseAbility.IsToggle   ]]
-- @function [parent=#CDOTABaseAbility] IsToggle
-- @param self
-- @return bool
function CDOTABaseAbility.IsToggle( self  ) end

---[[ CDOTABaseAbility.IsTrained   ]]
-- @function [parent=#CDOTABaseAbility] IsTrained
-- @param self
-- @return bool
function CDOTABaseAbility.IsTrained( self  ) end

---[[ CDOTABaseAbility.MarkAbilityButtonDirty  Mark the ability button for this ability as needing a refresh. ]]
-- @function [parent=#CDOTABaseAbility] MarkAbilityButtonDirty
-- @param self
-- @return #nil
function CDOTABaseAbility.MarkAbilityButtonDirty( self  ) end

---[[ CDOTABaseAbility.NumModifiersUsingAbility   ]]
-- @function [parent=#CDOTABaseAbility] NumModifiersUsingAbility
-- @param self
-- @return int
function CDOTABaseAbility.NumModifiersUsingAbility( self  ) end

---[[ CDOTABaseAbility.OnAbilityPhaseInterrupted   ]]
-- @function [parent=#CDOTABaseAbility] OnAbilityPhaseInterrupted
-- @param self
-- @return #nil
function CDOTABaseAbility.OnAbilityPhaseInterrupted( self  ) end

---[[ CDOTABaseAbility.OnAbilityPhaseStart   ]]
-- @function [parent=#CDOTABaseAbility] OnAbilityPhaseStart
-- @param self
-- @return bool
function CDOTABaseAbility.OnAbilityPhaseStart( self ) end

---[[ CDOTABaseAbility.OnAbilityPinged   ]]
-- @function [parent=#CDOTABaseAbility] OnAbilityPinged
-- @param self
-- @return #nil
-- @param nPlayerID int
function CDOTABaseAbility.OnAbilityPinged( self, nPlayerID ) end

---[[ CDOTABaseAbility.OnChannelFinish   ]]
-- @function [parent=#CDOTABaseAbility] OnChannelFinish
-- @param self
-- @return #nil
-- @param bInterrupted bool
function CDOTABaseAbility.OnChannelFinish( self , bInterrupted ) end

---[[ CDOTABaseAbility.OnChannelThink   ]]
-- @function [parent=#CDOTABaseAbility] OnChannelThink
-- @param self
-- @return #nil
-- @param flInterval float
function CDOTABaseAbility.OnChannelThink( self , flInterval ) end

---[[ CDOTABaseAbility.OnHeroCalculateStatBonus   ]]
-- @function [parent=#CDOTABaseAbility] OnHeroCalculateStatBonus
-- @param self
-- @return #nil
function CDOTABaseAbility.OnHeroCalculateStatBonus( self ) end

---[[ CDOTABaseAbility.OnHeroLevelUp   ]]
-- @function [parent=#CDOTABaseAbility] OnHeroLevelUp
-- @param self
-- @return #nil
function CDOTABaseAbility.OnHeroLevelUp( self ) end

---[[ CDOTABaseAbility.OnOwnerDied   ]]
-- @function [parent=#CDOTABaseAbility] OnOwnerDied
-- @param self
-- @return #nil
function CDOTABaseAbility.OnOwnerDied( self ) end

---[[ CDOTABaseAbility.OnOwnerSpawned   ]]
-- @function [parent=#CDOTABaseAbility] OnOwnerSpawned
-- @param self
-- @return #nil
function CDOTABaseAbility.OnOwnerSpawned( self ) end

---[[ CDOTABaseAbility.OnSpellStart   ]]
-- @function [parent=#CDOTABaseAbility] OnSpellStart
-- @param self
-- @return #nil
function CDOTABaseAbility.OnSpellStart( self ) end

---[[ CDOTABaseAbility.OnToggle   ]]
-- @function [parent=#CDOTABaseAbility] OnToggle
-- @param self
-- @return #nil
function CDOTABaseAbility.OnToggle( self ) end

---[[ CDOTABaseAbility.OnUpgrade   ]]
-- @function [parent=#CDOTABaseAbility] OnUpgrade
-- @param self
-- @return #nil
function CDOTABaseAbility.OnUpgrade( self ) end

---[[ CDOTABaseAbility.PayGoldCost   ]]
-- @function [parent=#CDOTABaseAbility] PayGoldCost
-- @param self
-- @return #nil
function CDOTABaseAbility.PayGoldCost( self ) end

---[[ CDOTABaseAbility.PayGoldCostForUpgrade   ]]
-- @function [parent=#CDOTABaseAbility] PayGoldCostForUpgrade
-- @param self
-- @return #nil
function CDOTABaseAbility.PayGoldCostForUpgrade( self ) end

---[[ CDOTABaseAbility.PayManaCost   ]]
-- @function [parent=#CDOTABaseAbility] PayManaCost
-- @param self
-- @return #nil
function CDOTABaseAbility.PayManaCost( self ) end

---[[ CDOTABaseAbility.PlaysDefaultAnimWhenStolen   ]]
-- @function [parent=#CDOTABaseAbility] PlaysDefaultAnimWhenStolen
-- @param self
-- @return bool
function CDOTABaseAbility.PlaysDefaultAnimWhenStolen( self ) end

---[[ CDOTABaseAbility.ProcsMagicStick   ]]
-- @function [parent=#CDOTABaseAbility] ProcsMagicStick
-- @param self
-- @return bool
function CDOTABaseAbility.ProcsMagicStick( self ) end

---[[ CDOTABaseAbility.RefCountsModifiers   ]]
-- @function [parent=#CDOTABaseAbility] RefCountsModifiers
-- @param self
-- @return bool
function CDOTABaseAbility.RefCountsModifiers( self ) end

---[[ CDOTABaseAbility.RefundManaCost   ]]
-- @function [parent=#CDOTABaseAbility] RefundManaCost
-- @param self
-- @return #nil
function CDOTABaseAbility.RefundManaCost( self ) end

---[[ CDOTABaseAbility.ResetToggleOnRespawn   ]]
-- @function [parent=#CDOTABaseAbility] ResetToggleOnRespawn
-- @param self
-- @return bool
function CDOTABaseAbility.ResetToggleOnRespawn( self ) end

---[[ CDOTABaseAbility.SetAbilityIndex   ]]
-- @function [parent=#CDOTABaseAbility] SetAbilityIndex
-- @param self
-- @return #nil
-- @param iIndex int
function CDOTABaseAbility.SetAbilityIndex( self , iIndex ) end

---[[ CDOTABaseAbility.SetActivated   ]]
-- @function [parent=#CDOTABaseAbility] SetActivated
-- @param self
-- @return #nil
-- @param bActivated bool
function CDOTABaseAbility.SetActivated( self , bActivated ) end

---[[ CDOTABaseAbility.SetChanneling   ]]
-- @function [parent=#CDOTABaseAbility] SetChanneling
-- @param self
-- @return #nil
-- @param bChanneling bool
function CDOTABaseAbility.SetChanneling( self , bChanneling ) end

---[[ CDOTABaseAbility.SetHidden   ]]
-- @function [parent=#CDOTABaseAbility] SetHidden
-- @param self
-- @return #nil
-- @param bHidden bool
function CDOTABaseAbility.SetHidden( self , bHidden ) end

---[[ CDOTABaseAbility.SetInAbilityPhase   ]]
-- @function [parent=#CDOTABaseAbility] SetInAbilityPhase
-- @param self
-- @return #nil
-- @param bInAbilityPhase bool
function CDOTABaseAbility.SetInAbilityPhase( self , bInAbilityPhase ) end

---[[ CDOTABaseAbility.SetLevel  Sets the level of this ability. ]]
-- @function [parent=#CDOTABaseAbility] SetLevel
-- @param self
-- @return #nil
-- @param iLevel int
function CDOTABaseAbility.SetLevel( self , iLevel ) end

---[[ CDOTABaseAbility.SetOverrideCastPoint   ]]
-- @function [parent=#CDOTABaseAbility] SetOverrideCastPoint
-- @param self
-- @return #nil
-- @param flCastPoint float
function CDOTABaseAbility.SetOverrideCastPoint( self , flCastPoint ) end

---[[ CDOTABaseAbility.SetRefCountsModifiers   ]]
-- @function [parent=#CDOTABaseAbility] SetRefCountsModifiers
-- @param self
-- @return #nil
-- @param bRefCounts bool
function CDOTABaseAbility.SetRefCountsModifiers( self , bRefCounts ) end

---[[ CDOTABaseAbility.SetStolen   ]]
-- @function [parent=#CDOTABaseAbility] SetStolen
-- @param self
-- @return #nil
-- @param bStolen bool
function CDOTABaseAbility.SetStolen( self , bStolen ) end

---[[ CDOTABaseAbility.ShouldUseResources   ]]
-- @function [parent=#CDOTABaseAbility] ShouldUseResources
-- @param self
-- @return bool
function CDOTABaseAbility.ShouldUseResources( self ) end

---[[ CDOTABaseAbility.SpeakAbilityConcept   ]]
-- @function [parent=#CDOTABaseAbility] SpeakAbilityConcept
-- @param self
-- @return #nil
-- @param iConcept int
function CDOTABaseAbility.SpeakAbilityConcept( self , iConcept ) end

---[[ CDOTABaseAbility.SpeakTrigger   ]]
-- @function [parent=#CDOTABaseAbility] SpeakTrigger
-- @param self
-- @return <unknown>
function CDOTABaseAbility.SpeakTrigger( self ) end

---[[ CDOTABaseAbility.StartCooldown   ]]
-- @function [parent=#CDOTABaseAbility] StartCooldown
-- @param self
-- @return #nil
-- @param flCooldown float
function CDOTABaseAbility.StartCooldown( self , flCooldown ) end

---[[ CDOTABaseAbility.ToggleAbility   ]]
-- @function [parent=#CDOTABaseAbility] ToggleAbility
-- @param self
-- @return #nil
function CDOTABaseAbility.ToggleAbility( self ) end

---[[ CDOTABaseAbility.ToggleAutoCast   ]]
-- @function [parent=#CDOTABaseAbility] ToggleAutoCast
-- @param self
-- @return #nil
function CDOTABaseAbility.ToggleAutoCast( self ) end

---[[ CDOTABaseAbility.UpgradeAbility   ]]
-- @function [parent=#CDOTABaseAbility] UpgradeAbility
-- @param self
-- @return #nil
-- @param bSupressSpeech bool
function CDOTABaseAbility.UpgradeAbility( self , bSupressSpeech ) end

---[[ CDOTABaseAbility.UseResources   ]]
-- @function [parent=#CDOTABaseAbility] UseResources
-- @param self
-- @return #nil
-- @param bMana bool
-- @param bGold bool
-- @param bCooldown bool
function CDOTABaseAbility.UseResources( self , bMana, bGold, bCooldown ) end

---[[ CDOTABaseGameMode.ClearBountyRunePickupFilter  Clear the script filter that controls bounty rune pickup behavior. ]]
-- @function [parent=#CDOTABaseGameMode] ClearBountyRunePickupFilter
-- @param self
-- @return #nil
function CDOTABaseGameMode.ClearBountyRunePickupFilter( self ) end

---[[ CDOTABaseGameMode.ClearDamageFilter  Clear the script filter that controls how a unit takes damage. ]]
-- @function [parent=#CDOTABaseGameMode] ClearDamageFilter
-- @param self
-- @return #nil
function CDOTABaseGameMode.ClearDamageFilter( self ) end

---[[ CDOTABaseGameMode.ClearExecuteOrderFilter  Clear the script filter that controls when a unit picks up an item. ]]
-- @function [parent=#CDOTABaseGameMode] ClearExecuteOrderFilter
-- @param self
-- @return #nil
function CDOTABaseGameMode.ClearExecuteOrderFilter( self ) end

---[[ CDOTABaseGameMode.ClearModifierGainedFilter  Clear the script filter that controls the modifier filter. ]]
-- @function [parent=#CDOTABaseGameMode] ClearModifierGainedFilter
-- @param self
-- @return #nil
function CDOTABaseGameMode.ClearModifierGainedFilter( self ) end

---[[ CDOTABaseGameMode.ClearModifyExperienceFilter  Clear the script filter that controls how hero experience is modified. ]]
-- @function [parent=#CDOTABaseGameMode] ClearModifyExperienceFilter
-- @param self
-- @return #nil
function CDOTABaseGameMode.ClearModifyExperienceFilter( self ) end

---[[ CDOTABaseGameMode.ClearModifyGoldFilter  Clear the script filter that controls how hero gold is modified. ]]
-- @function [parent=#CDOTABaseGameMode] ClearModifyGoldFilter
-- @param self
-- @return #nil
function CDOTABaseGameMode.ClearModifyGoldFilter( self ) end

---[[ CDOTABaseGameMode.ClearRuneSpawnFilter  Clear the script filter that controls what rune spawns. ]]
-- @function [parent=#CDOTABaseGameMode] ClearRuneSpawnFilter
-- @param self
-- @return #nil
function CDOTABaseGameMode.ClearRuneSpawnFilter( self ) end

---[[ CDOTABaseGameMode.ClearTrackingProjectileFilter  Clear the script filter that controls when tracking projectiles are launched. ]]
-- @function [parent=#CDOTABaseGameMode] ClearTrackingProjectileFilter
-- @param self
-- @return #nil
function CDOTABaseGameMode.ClearTrackingProjectileFilter( self ) end

---[[ CDOTABaseGameMode.GetAlwaysShowPlayerInventory  Show the player hero's inventory in the HUD, regardless of what unit is selected. ]]
-- @function [parent=#CDOTABaseGameMode] GetAlwaysShowPlayerInventory
-- @param self
-- @return bool
function CDOTABaseGameMode.GetAlwaysShowPlayerInventory( self ) end

---[[ CDOTABaseGameMode.GetAnnouncerDisabled  Are in-game announcers disabled? ]]
-- @function [parent=#CDOTABaseGameMode] GetAnnouncerDisabled
-- @param self
-- @return bool
function CDOTABaseGameMode.GetAnnouncerDisabled( self ) end

---[[ CDOTABaseGameMode.GetCameraDistanceOverride  Set a different camera distance; dota default is 1134. ]]
-- @function [parent=#CDOTABaseGameMode] GetCameraDistanceOverride
-- @param self
-- @return float
function CDOTABaseGameMode.GetCameraDistanceOverride( self ) end

---[[ CDOTABaseGameMode.GetCustomBuybackCooldownEnabled  Turns on capability to define custom buyback cooldowns. ]]
-- @function [parent=#CDOTABaseGameMode] GetCustomBuybackCooldownEnabled
-- @param self
-- @return bool
function CDOTABaseGameMode.GetCustomBuybackCooldownEnabled( self ) end

---[[ CDOTABaseGameMode.GetCustomBuybackCostEnabled  Turns on capability to define custom buyback costs. ]]
-- @function [parent=#CDOTABaseGameMode] GetCustomBuybackCostEnabled
-- @param self
-- @return bool
function CDOTABaseGameMode.GetCustomBuybackCostEnabled( self ) end

---[[ CDOTABaseGameMode.GetCustomHeroMaxLevel  Allows definition of the max level heroes can achieve (default is 25). ]]
-- @function [parent=#CDOTABaseGameMode] GetCustomHeroMaxLevel
-- @param self
-- @return int
function CDOTABaseGameMode.GetCustomHeroMaxLevel( self ) end

---[[ CDOTABaseGameMode.GetFixedRespawnTime  Gets the fixed respawn time. ]]
-- @function [parent=#CDOTABaseGameMode] GetFixedRespawnTime
-- @param self
-- @return float
function CDOTABaseGameMode.GetFixedRespawnTime( self ) end

---[[ CDOTABaseGameMode.GetFogOfWarDisabled  Turn the fog of war on or off. ]]
-- @function [parent=#CDOTABaseGameMode] GetFogOfWarDisabled
-- @param self
-- @return bool
function CDOTABaseGameMode.GetFogOfWarDisabled( self ) end

---[[ CDOTABaseGameMode.GetGoldSoundDisabled  Turn the sound when gold is acquired off/on. ]]
-- @function [parent=#CDOTABaseGameMode] GetGoldSoundDisabled
-- @param self
-- @return bool
function CDOTABaseGameMode.GetGoldSoundDisabled( self ) end

---[[ CDOTABaseGameMode.GetMaximumAttackSpeed  Get the maximum attack speed for units. ]]
-- @function [parent=#CDOTABaseGameMode] GetMaximumAttackSpeed
-- @param self
-- @return int
function CDOTABaseGameMode.GetMaximumAttackSpeed( self ) end

---[[ CDOTABaseGameMode.GetMinimumAttackSpeed  Get the minimum attack speed for units. ]]
-- @function [parent=#CDOTABaseGameMode] GetMinimumAttackSpeed
-- @param self
-- @return int
function CDOTABaseGameMode.GetMinimumAttackSpeed( self ) end

---[[ CDOTABaseGameMode.GetRecommendedItemsDisabled  Turn the panel for showing recommended items at the shop off/on. ]]
-- @function [parent=#CDOTABaseGameMode] GetRecommendedItemsDisabled
-- @param self
-- @return bool
function CDOTABaseGameMode.GetRecommendedItemsDisabled( self ) end

---[[ CDOTABaseGameMode.GetStashPurchasingDisabled  Turn purchasing items to the stash off/on. If purchasing to the stash is off the player must be at a shop to purchase items. ]]
-- @function [parent=#CDOTABaseGameMode] GetStashPurchasingDisabled
-- @param self
-- @return bool
function CDOTABaseGameMode.GetStashPurchasingDisabled( self ) end

---[[ CDOTABaseGameMode.GetTopBarTeamValuesOverride  Override the values of the team values on the top game bar. ]]
-- @function [parent=#CDOTABaseGameMode] GetTopBarTeamValuesOverride
-- @param self
-- @return bool
function CDOTABaseGameMode.GetTopBarTeamValuesOverride( self ) end

---[[ CDOTABaseGameMode.GetTopBarTeamValuesVisible  Turning on/off the team values on the top game bar. ]]
-- @function [parent=#CDOTABaseGameMode] GetTopBarTeamValuesVisible
-- @param self
-- @return bool
function CDOTABaseGameMode.GetTopBarTeamValuesVisible( self ) end

---[[ CDOTABaseGameMode.GetTowerBackdoorProtectionEnabled  Enables/Disables tower backdoor protection. ]]
-- @function [parent=#CDOTABaseGameMode] GetTowerBackdoorProtectionEnabled
-- @param self
-- @return bool
function CDOTABaseGameMode.GetTowerBackdoorProtectionEnabled( self ) end

---[[ CDOTABaseGameMode.GetUseCustomHeroLevels  Are custom-defined XP values for hero level ups in use? ]]
-- @function [parent=#CDOTABaseGameMode] GetUseCustomHeroLevels
-- @param self
-- @return bool
function CDOTABaseGameMode.GetUseCustomHeroLevels( self ) end

---[[ CDOTABaseGameMode.IsBuybackEnabled  Enables or disables buyback completely. ]]
-- @function [parent=#CDOTABaseGameMode] IsBuybackEnabled
-- @param self
-- @return bool
function CDOTABaseGameMode.IsBuybackEnabled( self ) end

---[[ CDOTABaseGameMode.SetAbilityTuningValueFilter  Set a filter function to control the tuning values that abilities use. (Modify the table and Return true to use new values, return false to use the old values) ]]
-- @function [parent=#CDOTABaseGameMode] SetAbilityTuningValueFilter
-- @param self
-- @return #nil
-- @param hFunction handle
-- @param hContext handle
function CDOTABaseGameMode.SetAbilityTuningValueFilter( self , hFunction, hContext ) end

---[[ CDOTABaseGameMode.SetAlwaysShowPlayerInventory  Show the player hero's inventory in the HUD, regardless of what unit is selected. ]]
-- @function [parent=#CDOTABaseGameMode] SetAlwaysShowPlayerInventory
-- @param self
-- @return #nil
-- @param bAlwaysShow bool
function CDOTABaseGameMode.SetAlwaysShowPlayerInventory( self , bAlwaysShow ) end

---[[ CDOTABaseGameMode.SetAnnouncerDisabled  Mutes the in-game announcers. ]]
-- @function [parent=#CDOTABaseGameMode] SetAnnouncerDisabled
-- @param self
-- @return #nil
-- @param bDisabled bool
function CDOTABaseGameMode.SetAnnouncerDisabled( self , bDisabled ) end

---[[ CDOTABaseGameMode.SetBotThinkingEnabled  Enables/Disables bots in custom games. Note. this will only work with default heroes in the dota map. ]]
-- @function [parent=#CDOTABaseGameMode] SetBotThinkingEnabled
-- @param self
-- @return #nil
-- @param bEnabled bool
function CDOTABaseGameMode.SetBotThinkingEnabled( self , bEnabled ) end

---[[ CDOTABaseGameMode.SetBotsAlwaysPushWithHuman  Set if the bots should try their best to push with a human player. ]]
-- @function [parent=#CDOTABaseGameMode] SetBotsAlwaysPushWithHuman
-- @param self
-- @return #nil
-- @param bAlwaysPush bool
function CDOTABaseGameMode.SetBotsAlwaysPushWithHuman( self , bAlwaysPush ) end

---[[ CDOTABaseGameMode.SetBotsInLateGame  Set if bots should enable their late game behavior. ]]
-- @function [parent=#CDOTABaseGameMode] SetBotsInLateGame
-- @param self
-- @return #nil
-- @param bLateGame bool
function CDOTABaseGameMode.SetBotsInLateGame( self , bLateGame ) end

---[[ CDOTABaseGameMode.SetBotsMaxPushTier  Set the max tier of tower that bots want to push. (-1 to disable) ]]
-- @function [parent=#CDOTABaseGameMode] SetBotsMaxPushTier
-- @param self
-- @return #nil
-- @param nMaxTier int
function CDOTABaseGameMode.SetBotsMaxPushTier( nMaxTier ) end

---[[ CDOTABaseGameMode.SetBountyRunePickupFilter  Set a filter function to control the behavior when a bounty rune is picked up. (Modify the table and Return true to use new values, return false to cancel the event) ]]
-- @function [parent=#CDOTABaseGameMode] SetBountyRunePickupFilter
-- @param self
-- @return #nil
-- @param hFunction handle
-- @param hContext handle
function CDOTABaseGameMode.SetBountyRunePickupFilter( self , hFunction, hContext ) end

---[[ CDOTABaseGameMode.SetBuybackEnabled  Enables or disables buyback completely. ]]
-- @function [parent=#CDOTABaseGameMode] SetBuybackEnabled
-- @param self
-- @return #nil
-- @param bEnabled bool
function CDOTABaseGameMode.SetBuybackEnabled( self , bEnabled ) end

---[[ CDOTABaseGameMode.SetCameraDistanceOverride  Set a different camera distance; dota default is 1134. ]]
-- @function [parent=#CDOTABaseGameMode] SetCameraDistanceOverride
-- @param self
-- @return #nil
-- @param flCameraDistanceOverride float
 function CDOTABaseGameMode.SetCameraDistanceOverride( self , flCameraDistanceOverride ) end

---[[ CDOTABaseGameMode.SetCustomBuybackCooldownEnabled  Turns on capability to define custom buyback cooldowns. ]]
-- @function [parent=#CDOTABaseGameMode] SetCustomBuybackCooldownEnabled
-- @param self
-- @return #nil
-- @param bEnabled bool
function CDOTABaseGameMode.SetCustomBuybackCooldownEnabled( self , bEnabled ) end

---[[ CDOTABaseGameMode.SetCustomBuybackCostEnabled  Turns on capability to define custom buyback costs. ]]
-- @function [parent=#CDOTABaseGameMode] SetCustomBuybackCostEnabled
-- @param self
-- @return #nil
-- @param bEnabled bool
function CDOTABaseGameMode.SetCustomBuybackCostEnabled( self , bEnabled ) end

---[[ CDOTABaseGameMode.SetCustomGameForceHero  Force all players to use the specified hero and disable the normal hero selection process. Must be used before hero selection. ]]
-- @function [parent=#CDOTABaseGameMode] SetCustomGameForceHero
-- @param self
-- @return #nil
-- @param pHeroName string
function CDOTABaseGameMode.SetCustomGameForceHero( self , pHeroName ) end

---[[ CDOTABaseGameMode.SetCustomHeroMaxLevel  Allows definition of the max level heroes can achieve (default is 25). ]]
-- @function [parent=#CDOTABaseGameMode] SetCustomHeroMaxLevel
-- @param self
-- @return #nil
-- @param nLevel int
function CDOTABaseGameMode.SetCustomHeroMaxLevel( nLevel ) end

---[[ CDOTABaseGameMode.SetCustomXPRequiredToReachNextLevel  Allows definition of a table of hero XP values. ]]
-- @function [parent=#CDOTABaseGameMode] SetCustomXPRequiredToReachNextLevel
-- @param self
-- @return #nil
-- @param hTable handle
function CDOTABaseGameMode.SetCustomXPRequiredToReachNextLevel( self , hTable ) end

---[[ CDOTABaseGameMode.SetDamageFilter  Set a filter function to control the behavior when a unit takes damage. (Modify the table and Return true to use new values, return false to cancel the event) ]]
-- @function [parent=#CDOTABaseGameMode] SetDamageFilter
-- @param self
-- @return #nil
-- @param hFunction handle
-- @param hContext handle
function CDOTABaseGameMode.SetDamageFilter( self , hFunction, hContext ) end

---[[ CDOTABaseGameMode.SetExecuteOrderFilter  Set a filter function to control the behavior when a unit picks up an item. (Modify the table and Return true to use new values, return false to cancel the event) ]]
-- @function [parent=#CDOTABaseGameMode] SetExecuteOrderFilter
-- @param self
-- @return #nil
-- @param hFunction handle
-- @param hContext handle
function CDOTABaseGameMode.SetExecuteOrderFilter( self , hFunction, hContext ) end

---[[ CDOTABaseGameMode.SetFixedRespawnTime  Set a fixed delay for all players to respawn after. ]]
-- @function [parent=#CDOTABaseGameMode] SetFixedRespawnTime
-- @param self
-- @return #nil
-- @param flFixedRespawnTime float
function CDOTABaseGameMode.SetFixedRespawnTime( self , flFixedRespawnTime ) end

---[[ CDOTABaseGameMode.SetFogOfWarDisabled  Turn the fog of war on or off. ]]
-- @function [parent=#CDOTABaseGameMode] SetFogOfWarDisabled
-- @param self
-- @return #nil
-- @param bDisabled bool
function CDOTABaseGameMode.SetFogOfWarDisabled( self , bDisabled ) end

---[[ CDOTABaseGameMode.SetFountainConstantManaRegen  Set the constant rate that the fountain will regen mana. (-1 for default) ]]
-- @function [parent=#CDOTABaseGameMode] SetFountainConstantManaRegen
-- @param self
-- @return #nil
-- @param flConstantManaRegen float
function CDOTABaseGameMode.SetFountainConstantManaRegen( self , flConstantManaRegen ) end

---[[ CDOTABaseGameMode.SetFountainPercentageHealthRegen  Set the percentage rate that the fountain will regen health. (-1 for default) ]]
-- @function [parent=#CDOTABaseGameMode] SetFountainPercentageHealthRegen
-- @param self
-- @return #nil
-- @param flPercentageHealthRegen float
function CDOTABaseGameMode.SetFountainPercentageHealthRegen( self , flPercentageHealthRegen ) end

---[[ CDOTABaseGameMode.SetFountainPercentageManaRegen  Set the percentage rate that the fountain will regen mana. (-1 for default) ]]
-- @function [parent=#CDOTABaseGameMode] SetFountainPercentageManaRegen
-- @param self
-- @return #nil
-- @param flPercentageManaRegen float
function CDOTABaseGameMode.SetFountainPercentageManaRegen( self , flPercentageManaRegen ) end

---[[ CDOTABaseGameMode.SetGoldSoundDisabled  Turn the sound when gold is acquired off/on. ]]
-- @function [parent=#CDOTABaseGameMode] SetGoldSoundDisabled
-- @param self
-- @return #nil
-- @param bDisabled bool
function CDOTABaseGameMode.SetGoldSoundDisabled( self , bDisabled ) end

---[[ CDOTABaseGameMode.SetHUDVisible  Set the HUD element visibility. ]]
-- @function [parent=#CDOTABaseGameMode] SetHUDVisible
-- @param self
-- @return #nil
-- @param iHUDElement int
-- @param bVisible bool
function CDOTABaseGameMode.SetHUDVisible( self , iHUDElement, bVisible ) end

---[[ CDOTABaseGameMode.SetLoseGoldOnDeath  Use to disable gold loss on death. ]]
-- @function [parent=#CDOTABaseGameMode] SetLoseGoldOnDeath
-- @param self
-- @return #nil
-- @param bEnabled bool
function CDOTABaseGameMode.SetLoseGoldOnDeath( self , bEnabled ) end

---[[ CDOTABaseGameMode.SetMaximumAttackSpeed  Set the maximum attack speed for units. ]]
-- @function [parent=#CDOTABaseGameMode] SetMaximumAttackSpeed
-- @param self
-- @return #nil
-- @param nMaxSpeed int
function CDOTABaseGameMode.SetMaximumAttackSpeed( nMaxSpeed ) end

---[[ CDOTABaseGameMode.SetMinimumAttackSpeed  Set the minimum attack speed for units. ]]
-- @function [parent=#CDOTABaseGameMode] SetMinimumAttackSpeed
-- @param self
-- @return #nil
-- @param nMinSpeed int
function CDOTABaseGameMode.SetMinimumAttackSpeed( nMinSpeed ) end

---[[ CDOTABaseGameMode.SetModifierGainedFilter  Set a filter function to control modifiers that are gained, return false to destroy modifier. ]]
-- @function [parent=#CDOTABaseGameMode] SetModifierGainedFilter
-- @param self
-- @return #nil
-- @param hFunction handle
-- @param hContext handle
function CDOTABaseGameMode.SetModifierGainedFilter( self , hFunction, hContext ) end

---[[ CDOTABaseGameMode.SetModifyExperienceFilter  Set a filter function to control the behavior when a hero's experience is modified. (Modify the table and Return true to use new values, return false to cancel the event) ]]
-- @function [parent=#CDOTABaseGameMode] SetModifyExperienceFilter
-- @param self
-- @return #nil
-- @param hFunction handle
-- @param hContext handle
function CDOTABaseGameMode.SetModifyExperienceFilter( self , hFunction, hContext ) end

---[[ CDOTABaseGameMode.SetModifyGoldFilter  Set a filter function to control the behavior when a hero's gold is modified. (Modify the table and Return true to use new values, return false to cancel the event) ]]
-- @function [parent=#CDOTABaseGameMode] SetModifyGoldFilter
-- @param self
-- @return #nil
-- @param hFunction handle
-- @param hContext handle
function CDOTABaseGameMode.SetModifyGoldFilter( self , hFunction, hContext ) end

---[[ CDOTABaseGameMode.SetOverrideSelectionEntity  Set an override for the default selection entity, instead of each player's hero. ]]
-- @function [parent=#CDOTABaseGameMode] SetOverrideSelectionEntity
-- @param self
-- @return #nil
-- @param hOverrideEntity handle
function CDOTABaseGameMode.SetOverrideSelectionEntity( self , hOverrideEntity ) end

---[[ CDOTABaseGameMode.SetRecommendedItemsDisabled  Turn the panel for showing recommended items at the shop off/on. ]]
-- @function [parent=#CDOTABaseGameMode] SetRecommendedItemsDisabled
-- @param self
-- @return #nil
-- @param bDisabled bool
function CDOTABaseGameMode.SetRecommendedItemsDisabled( self , bDisabled ) end

---[[ CDOTABaseGameMode.SetRemoveIllusionsOnDeath  Make it so illusions are immediately removed upon death, rather than sticking around for a few seconds. ]]
-- @function [parent=#CDOTABaseGameMode] SetRemoveIllusionsOnDeath
-- @param self
-- @return #nil
-- @param bRemove bool
function CDOTABaseGameMode.SetRemoveIllusionsOnDeath( self , bRemove ) end

---[[ CDOTABaseGameMode.SetRuneEnabled  Set if a given type of rune is enabled. ]]
-- @function [parent=#CDOTABaseGameMode] SetRuneEnabled
-- @param self
-- @return #nil
-- @param nRune int
-- @param bEnabled bool
function CDOTABaseGameMode.SetRuneEnabled( nRune, bEnabled ) end

---[[ CDOTABaseGameMode.SetRuneSpawnFilter  Set a filter function to control what rune spawns. (Modify the table and Return true to use new values, return false to cancel the event) ]]
-- @function [parent=#CDOTABaseGameMode] SetRuneSpawnFilter
-- @param self
-- @return #nil
-- @param hFunction handle
-- @param hContext handle
function CDOTABaseGameMode.SetRuneSpawnFilter( self , hFunction, hContext ) end

---[[ CDOTABaseGameMode.SetStashPurchasingDisabled  Turn purchasing items to the stash off/on. If purchasing to the stash is off the player must be at a shop to purchase items. ]]
-- @function [parent=#CDOTABaseGameMode] SetStashPurchasingDisabled
-- @param self
-- @return #nil
-- @param bDisabled bool
function CDOTABaseGameMode.SetStashPurchasingDisabled( self , bDisabled ) end

---[[ CDOTABaseGameMode.SetTopBarTeamValue  Set the team values on the top game bar. ]]
-- @function [parent=#CDOTABaseGameMode] SetTopBarTeamValue
-- @param self
-- @return #nil
-- @param iTeam int
-- @param nValue int
function CDOTABaseGameMode.SetTopBarTeamValue( self , iTeam, nValue ) end

---[[ CDOTABaseGameMode.SetTopBarTeamValuesOverride  Override the values of the team values on the top game bar. ]]
-- @function [parent=#CDOTABaseGameMode] SetTopBarTeamValuesOverride
-- @param self
-- @return #nil
-- @param bOverride bool
function CDOTABaseGameMode.SetTopBarTeamValuesOverride( self , bOverride ) end

---[[ CDOTABaseGameMode.SetTopBarTeamValuesVisible  Turning on/off the team values on the top game bar. ]]
-- @function [parent=#CDOTABaseGameMode] SetTopBarTeamValuesVisible
-- @param self
-- @return #nil
-- @param bVisible bool
function CDOTABaseGameMode.SetTopBarTeamValuesVisible( self , bVisible ) end

---[[ CDOTABaseGameMode.SetTowerBackdoorProtectionEnabled  Enables/Disables tower backdoor protection. ]]
-- @function [parent=#CDOTABaseGameMode] SetTowerBackdoorProtectionEnabled
-- @param self
-- @return #nil
-- @param bEnabled bool
function CDOTABaseGameMode.SetTowerBackdoorProtectionEnabled( self , bEnabled ) end

---[[ CDOTABaseGameMode.SetTrackingProjectileFilter  Set a filter function to control when tracking projectiles are launched. (Modify the table and Return true to use new values, return false to cancel the event) ]]
-- @function [parent=#CDOTABaseGameMode] SetTrackingProjectileFilter
-- @param self
-- @return #nil
-- @param hFunction handle
-- @param hContext handle
function CDOTABaseGameMode.SetTrackingProjectileFilter( self , hFunction, hContext ) end

---[[ CDOTABaseGameMode.SetUnseenFogOfWarEnabled  Enable or disable unseen fog of war. When enabled parts of the map the player has never seen will be completely hidden by fog of war. ]]
-- @function [parent=#CDOTABaseGameMode] SetUnseenFogOfWarEnabled
-- @param self
-- @return #nil
-- @param bEnabled bool
function CDOTABaseGameMode.SetUnseenFogOfWarEnabled( self , bEnabled ) end

---[[ CDOTABaseGameMode.SetUseCustomHeroLevels  Turn on custom-defined XP values for hero level ups.  The table should be defined before switching this on. ]]
-- @function [parent=#CDOTABaseGameMode] SetUseCustomHeroLevels
-- @param self
-- @return #nil
-- @param bEnabled bool
function CDOTABaseGameMode.SetUseCustomHeroLevels( self , bEnabled ) end

---[[ CDOTAPlayer.GetAssignedHero  Get the player's hero. ]]
-- @function [parent=#CDOTAPlayer] GetAssignedHero
-- @param self
-- @return #CDOTA_BaseNPC_Hero
function CDOTAPlayer.GetAssignedHero( self ) end

---[[ CDOTAPlayer.GetPlayerID  Get the player's official PlayerID; notably is -1 when the player isn't yet on a team. ]]
-- @function [parent=#CDOTAPlayer] GetPlayerID
-- @param self
-- @return int
function CDOTAPlayer.GetPlayerID( self ) end

---[[ CDOTAPlayer.MakeRandomHeroSelection  Randoms this player's hero. ]]
-- @function [parent=#CDOTAPlayer] MakeRandomHeroSelection
-- @param self
-- @return #nil
function CDOTAPlayer.MakeRandomHeroSelection( self ) end

---[[ CDOTAPlayer.SetKillCamUnit  Set the kill cam unit for this hero. ]]
-- @function [parent=#CDOTAPlayer] SetKillCamUnit
-- @param self
-- @return #nil
-- @param hEntity handle
function CDOTAPlayer.SetKillCamUnit( self , hEntity ) end

---[[ CDOTAPlayer.SetMusicStatus  (nMusicStatus, flIntensity) - Set the music status for this player, note this will only really apply if dota_music_battle_enable is off. ]]
-- @function [parent=#CDOTAPlayer] SetMusicStatus
-- @param self
-- @return #nil
-- @param nMusicStatus int
-- @param flIntensity float
function CDOTAPlayer.SetMusicStatus( nMusicStatus, flIntensity ) end

---[[ CDOTAVoteSystem.StartVote  Starts a vote, based upon a table of parameters ]]
-- @function [parent=#CDOTAVoteSystem] StartVote
-- @param self
-- @return #nil
-- @param handle_1 handle
function CDOTAVoteSystem.StartVote( self , handle_1 ) end

---[[ CDOTA_Ability_Animation_Attack.SetPlaybackRate  Override playbackrate ]]
-- @function [parent=#CDOTA_Ability_Animation_Attack] SetPlaybackRate
-- @param self
-- @return #nil
-- @param flRate float
function CDOTA_Ability_Animation_Attack.SetPlaybackRate( self , flRate ) end

---[[ CDOTA_Ability_Animation_TailSpin.SetPlaybackRate  Override playbackrate ]]
-- @function [parent=#CDOTA_Ability_Animation_TailSpin] SetPlaybackRate
-- @param self
-- @return #nil
-- @param flRate float
function CDOTA_Ability_Animation_TailSpin.SetPlaybackRate( self , flRate ) end

---[[ CDOTA_Ability_DataDriven.ApplyDataDrivenModifier  Applies a data driven modifier to the target ]]
-- @function [parent=#CDOTA_Ability_DataDriven] ApplyDataDrivenModifier
-- @param self
-- @return handle
-- @param hCaster handle
-- @param hTarget handle
-- @param pszModifierName string
-- @param hModifierTable handle
function CDOTA_Ability_DataDriven.ApplyDataDrivenModifier( self , hCaster, hTarget, pszModifierName, hModifierTable ) end

---[[ CDOTA_Ability_DataDriven.ApplyDataDrivenThinker  Applies a data driven thinker at the location ]]
-- @function [parent=#CDOTA_Ability_DataDriven] ApplyDataDrivenThinker
-- @param self
-- @return handle
-- @param hCaster handle
-- @param vLocation Vector
-- @param pszModifierName string
-- @param hModifierTable handle
function CDOTA_Ability_DataDriven.ApplyDataDrivenThinker( self , hCaster, vLocation, pszModifierName, hModifierTable ) end

---[[ CDOTA_Ability_Lua.CastFilterResult  Determine whether an issued command with no target is valid. ]]
-- @function [parent=#CDOTA_Ability_Lua] CastFilterResult
-- @param self
-- @return int
function CDOTA_Ability_Lua.CastFilterResult( self ) end

---[[ CDOTA_Ability_Lua.CastFilterResultLocation  (Vector vLocation) Determine whether an issued command on a location is valid. ]]
-- @function [parent=#CDOTA_Ability_Lua] CastFilterResultLocation
-- @param self
-- @return int
-- @param vLocation Vector
function CDOTA_Ability_Lua.CastFilterResultLocation( self , vLocation ) end

---[[ CDOTA_Ability_Lua.CastFilterResultTarget  (HSCRIPT hTarget) Determine whether an issued command on a target is valid. ]]
-- @function [parent=#CDOTA_Ability_Lua] CastFilterResultTarget
-- @param self
-- @return int
-- @param hTarget handle
function CDOTA_Ability_Lua.CastFilterResultTarget( self , hTarget ) end

---[[ CDOTA_Ability_Lua.GetAssociatedPrimaryAbilities  Returns abilities that are stolen simultaneously, or otherwise related in functionality. ]]
-- @function [parent=#CDOTA_Ability_Lua] GetAssociatedPrimaryAbilities
-- @param self
-- @return string
function CDOTA_Ability_Lua.GetAssociatedPrimaryAbilities( self ) end

---[[ CDOTA_Ability_Lua.GetAssociatedSecondaryAbilities  Returns other abilities that are stolen simultaneously, or otherwise related in functionality.  Generally hidden abilities. ]]
-- @function [parent=#CDOTA_Ability_Lua] GetAssociatedSecondaryAbilities
-- @param self
-- @return string
function CDOTA_Ability_Lua.GetAssociatedSecondaryAbilities( self ) end

---[[ CDOTA_Ability_Lua.GetBehavior  Return cast behavior type of this ability. ]]
-- @function [parent=#CDOTA_Ability_Lua] GetBehavior
-- @param self
-- @return int
function CDOTA_Ability_Lua.GetBehavior( self ) end

---[[ CDOTA_Ability_Lua.GetCastAnimation  Return casting animation of this ability. ]]
-- @function [parent=#CDOTA_Ability_Lua] GetCastAnimation
-- @param self
-- @return int
function CDOTA_Ability_Lua.GetCastAnimation( self ) end

---[[ CDOTA_Ability_Lua.GetCastRange  Return cast range of this ability. ]]
-- @function [parent=#CDOTA_Ability_Lua] GetCastRange
-- @param self
-- @return int
-- @param vLocation Vector
-- @param hTarget handle
function CDOTA_Ability_Lua.GetCastRange( self , vLocation, hTarget ) end

---[[ CDOTA_Ability_Lua.GetChannelAnimation  Return channel animation of this ability. ]]
-- @function [parent=#CDOTA_Ability_Lua] GetChannelAnimation
-- @param self
-- @return int
function CDOTA_Ability_Lua.GetChannelAnimation( self ) end

---[[ CDOTA_Ability_Lua.GetChannelTime  Return the channel time of this ability. ]]
-- @function [parent=#CDOTA_Ability_Lua] GetChannelTime
-- @param self
-- @return float
function CDOTA_Ability_Lua.GetChannelTime( self ) end

---[[ CDOTA_Ability_Lua.GetChannelledManaCostPerSecond  Return mana cost at the given level per second while channeling (-1 is current). ]]
-- @function [parent=#CDOTA_Ability_Lua] GetChannelledManaCostPerSecond
-- @param self
-- @return int
-- @param iLevel int
function CDOTA_Ability_Lua.GetChannelledManaCostPerSecond( self , iLevel ) end

---[[ CDOTA_Ability_Lua.GetConceptRecipientType  Return who hears speech when this spell is cast. ]]
-- @function [parent=#CDOTA_Ability_Lua] GetConceptRecipientType
-- @param self
-- @return int
function CDOTA_Ability_Lua.GetConceptRecipientType( self ) end

---[[ CDOTA_Ability_Lua.GetCooldown  Return cooldown of this ability. ]]
-- @function [parent=#CDOTA_Ability_Lua] GetCooldown
-- @param self
-- @return float
-- @param iLevel int
function CDOTA_Ability_Lua.GetCooldown( self , iLevel ) end

---[[ CDOTA_Ability_Lua.GetCustomCastError  Return the error string of a failed command with no target. ]]
-- @function [parent=#CDOTA_Ability_Lua] GetCustomCastError
-- @param self
-- @return string
function CDOTA_Ability_Lua.GetCustomCastError( self ) end

---[[ CDOTA_Ability_Lua.GetCustomCastErrorLocation  (Vector vLocation) Return the error string of a failed command on a location. ]]
-- @function [parent=#CDOTA_Ability_Lua] GetCustomCastErrorLocation
-- @param self
-- @return string
-- @param vLocation Vector
function CDOTA_Ability_Lua.GetCustomCastErrorLocation( self , vLocation ) end

---[[ CDOTA_Ability_Lua.GetCustomCastErrorTarget  (HSCRIPT hTarget) Return the error string of a failed command on a target. ]]
-- @function [parent=#CDOTA_Ability_Lua] GetCustomCastErrorTarget
-- @param self
-- @return string
-- @param hTarget handle
function CDOTA_Ability_Lua.GetCustomCastErrorTarget( self , hTarget ) end

---[[ CDOTA_Ability_Lua.GetGoldCost  Return gold cost at the given level (-1 is current). ]]
-- @function [parent=#CDOTA_Ability_Lua] GetGoldCost
-- @param self
-- @return int
-- @param iLevel int
function CDOTA_Ability_Lua.GetGoldCost( self , iLevel ) end

---[[ CDOTA_Ability_Lua.GetIntrinsicModifierName  Returns the name of the modifier applied passively by this ability. ]]
-- @function [parent=#CDOTA_Ability_Lua] GetIntrinsicModifierName
-- @param self
-- @return string
function CDOTA_Ability_Lua.GetIntrinsicModifierName( self ) end

---[[ CDOTA_Ability_Lua.GetManaCost  Return mana cost at the given level (-1 is current). ]]
-- @function [parent=#CDOTA_Ability_Lua] GetManaCost
-- @param self
-- @return int
-- @param iLevel int
function CDOTA_Ability_Lua.GetManaCost( self , iLevel ) end

---[[ CDOTA_Ability_Lua.GetPlaybackRateOverride  Return the animation rate of the cast animation. ]]
-- @function [parent=#CDOTA_Ability_Lua] GetPlaybackRateOverride
-- @param self
-- @return float
function CDOTA_Ability_Lua.GetPlaybackRateOverride( self ) end

---[[ CDOTA_Ability_Lua.IsHiddenAbilityCastable  Returns true if this ability can be used when not on the action panel. ]]
-- @function [parent=#CDOTA_Ability_Lua] IsHiddenAbilityCastable
-- @param self
-- @return bool
function CDOTA_Ability_Lua.IsHiddenAbilityCastable( self ) end

---[[ CDOTA_Ability_Lua.IsHiddenWhenStolen  Returns true if this ability is hidden when stolen by Spell Steal. ]]
-- @function [parent=#CDOTA_Ability_Lua] IsHiddenWhenStolen
-- @param self
-- @return bool
function CDOTA_Ability_Lua.IsHiddenWhenStolen( self ) end

---[[ CDOTA_Ability_Lua.IsRefreshable  Returns true if this ability is refreshed by Refresher Orb. ]]
-- @function [parent=#CDOTA_Ability_Lua] IsRefreshable
-- @param self
-- @return bool
function CDOTA_Ability_Lua.IsRefreshable( self ) end

---[[ CDOTA_Ability_Lua.IsStealable  Returns true if this ability can be stolen by Spell Steal. ]]
-- @function [parent=#CDOTA_Ability_Lua] IsStealable
-- @param self
-- @return bool
function CDOTA_Ability_Lua.IsStealable( self ) end

---[[ CDOTA_Ability_Lua.OnAbilityPhaseInterrupted  Cast time did not complete successfully. ]]
-- @function [parent=#CDOTA_Ability_Lua] OnAbilityPhaseInterrupted
-- @param self
-- @return #nil
function CDOTA_Ability_Lua.OnAbilityPhaseInterrupted( self ) end

---[[ CDOTA_Ability_Lua.OnAbilityPhaseStart  Cast time begins (return true for successful cast). ]]
-- @function [parent=#CDOTA_Ability_Lua] OnAbilityPhaseStart
-- @param self
-- @return bool
function CDOTA_Ability_Lua.OnAbilityPhaseStart( self ) end

---[[ CDOTA_Ability_Lua.OnChannelFinish  (bool bInterrupted) Channel finished. ]]
-- @function [parent=#CDOTA_Ability_Lua] OnChannelFinish
-- @param self
-- @return #nil
-- @param bInterrupted bool
function CDOTA_Ability_Lua.OnChannelFinish( self , bInterrupted ) end

---[[ CDOTA_Ability_Lua.OnChannelThink  (float flInterval) Channeling is taking place. ]]
-- @function [parent=#CDOTA_Ability_Lua] OnChannelThink
-- @param self
-- @return #nil
-- @param flInterval float
function CDOTA_Ability_Lua.OnChannelThink( self , flInterval ) end

---[[ CDOTA_Ability_Lua.OnHeroCalculateStatBonus  Caster (hero only) gained a level, skilled an ability, or received a new stat bonus. ]]
-- @function [parent=#CDOTA_Ability_Lua] OnHeroCalculateStatBonus
-- @param self
-- @return #nil
function CDOTA_Ability_Lua.OnHeroCalculateStatBonus( self ) end

---[[ CDOTA_Ability_Lua.OnHeroDiedNearby  A hero has died in the vicinity (ie Urn), takes table of params. ]]
-- @function [parent=#CDOTA_Ability_Lua] OnHeroDiedNearby
-- @param self
-- @return #nil
-- @param unit handle
-- @param attacker handle
-- @param table handle
function CDOTA_Ability_Lua.OnHeroDiedNearby( self , unit, attacker, table ) end

---[[ CDOTA_Ability_Lua.OnHeroLevelUp  Caster gained a level. ]]
-- @function [parent=#CDOTA_Ability_Lua] OnHeroLevelUp
-- @param self
-- @return #nil
function CDOTA_Ability_Lua.OnHeroLevelUp( self ) end

---[[ CDOTA_Ability_Lua.OnInventoryContentsChanged  Caster inventory changed. ]]
-- @function [parent=#CDOTA_Ability_Lua] OnInventoryContentsChanged
-- @param self
-- @return #nil
function CDOTA_Ability_Lua.OnInventoryContentsChanged( self ) end

---[[ CDOTA_Ability_Lua.OnItemEquipped  ( HSCRIPT hItem ) Caster equipped item. ]]
-- @function [parent=#CDOTA_Ability_Lua] OnItemEquipped
-- @param self
-- @return #nil
-- @param hItem handle
function CDOTA_Ability_Lua.OnItemEquipped( self , hItem ) end

---[[ CDOTA_Ability_Lua.OnOwnerDied  Caster died. ]]
-- @function [parent=#CDOTA_Ability_Lua] OnOwnerDied
-- @param self
-- @return #nil
function CDOTA_Ability_Lua.OnOwnerDied( self ) end

---[[ CDOTA_Ability_Lua.OnOwnerSpawned  Caster respawned or spawned for the first time. ]]
-- @function [parent=#CDOTA_Ability_Lua] OnOwnerSpawned
-- @param self
-- @return #nil
function CDOTA_Ability_Lua.OnOwnerSpawned( self ) end

---[[ CDOTA_Ability_Lua.OnProjectileHit  (HSCRIPT hTarget, Vector vLocation) Projectile has collided with a given target or reached its destination (target is invalid). ]]
-- @function [parent=#CDOTA_Ability_Lua] OnProjectileHit
-- @param self
-- @return bool
-- @param hTarget handle
-- @param vLocation Vector
function CDOTA_Ability_Lua.OnProjectileHit( self , hTarget, vLocation ) end

---[[ CDOTA_Ability_Lua.OnProjectileHit_ExtraData  (HSCRIPT hTarget, Vector vLocation, table kv) Projectile has collided with a given target or reached its destination (target is invalid). ]]
-- @function [parent=#CDOTA_Ability_Lua] OnProjectileHit_ExtraData
-- @param self
-- @return bool
-- @param hTarget handle
-- @param vLocation Vector
-- @param table handle
function CDOTA_Ability_Lua.OnProjectileHit_ExtraData( self , hTarget, vLocation, table ) end

---[[ CDOTA_Ability_Lua.OnProjectileThink  (Vector vLocation) Projectile is actively moving. ]]
-- @function [parent=#CDOTA_Ability_Lua] OnProjectileThink
-- @param self
-- @return #nil
-- @param vLocation Vector
function CDOTA_Ability_Lua.OnProjectileThink( self , vLocation ) end

---[[ CDOTA_Ability_Lua.OnProjectileThink_ExtraData  (Vector vLocation, table kv ) Projectile is actively moving. ]]
-- @function [parent=#CDOTA_Ability_Lua] OnProjectileThink_ExtraData
-- @param self
-- @return #nil
-- @param vLocation Vector
-- @param table handle
function CDOTA_Ability_Lua.OnProjectileThink_ExtraData( self , vLocation, table ) end

---[[ CDOTA_Ability_Lua.OnSpellStart  Cast time finished, spell effects begin. ]]
-- @function [parent=#CDOTA_Ability_Lua] OnSpellStart
-- @param self
-- @return #nil
function CDOTA_Ability_Lua.OnSpellStart( self ) end

---[[ CDOTA_Ability_Lua.OnStolen  ( HSCRIPT hAbility ) Special behavior when stolen by Spell Steal. ]]
-- @function [parent=#CDOTA_Ability_Lua] OnStolen
-- @param self
-- @return #nil
-- @param hSourceAbility handle
function CDOTA_Ability_Lua.OnStolen( self , hSourceAbility ) end

---[[ CDOTA_Ability_Lua.OnToggle  Ability is toggled on/off. ]]
-- @function [parent=#CDOTA_Ability_Lua] OnToggle
-- @param self
-- @return #nil
function CDOTA_Ability_Lua.OnToggle( self ) end

---[[ CDOTA_Ability_Lua.OnUnStolen  Special behavior when lost by Spell Steal. ]]
-- @function [parent=#CDOTA_Ability_Lua] OnUnStolen
-- @param self
-- @return #nil
function CDOTA_Ability_Lua.OnUnStolen( self ) end

---[[ CDOTA_Ability_Lua.OnUpgrade  Ability gained a level. ]]
-- @function [parent=#CDOTA_Ability_Lua] OnUpgrade
-- @param self
-- @return #nil
function CDOTA_Ability_Lua.OnUpgrade( self ) end

---[[ CDOTA_Ability_Lua.ProcsMagicStick  Returns true if this ability will generate magic stick charges for nearby enemies. ]]
-- @function [parent=#CDOTA_Ability_Lua] ProcsMagicStick
-- @param self
-- @return bool
function CDOTA_Ability_Lua.ProcsMagicStick( self ) end

---[[ CDOTA_Ability_Lua.SpeakTrigger  Return the type of speech used. ]]
-- @function [parent=#CDOTA_Ability_Lua] SpeakTrigger
-- @param self
-- @return int
function CDOTA_Ability_Lua.SpeakTrigger( self ) end

---[[ CDOTA_Ability_Nian_Dive.SetPlaybackRate  Override playbackrate ]]
-- @function [parent=#CDOTA_Ability_Nian_Dive] SetPlaybackRate
-- @param self
-- @return #nil
-- @param flRate float
function CDOTA_Ability_Nian_Dive.SetPlaybackRate( self , flRate ) end

---[[ CDOTA_Ability_Nian_Leap.SetPlaybackRate  Override playbackrate ]]
-- @function [parent=#CDOTA_Ability_Nian_Leap] SetPlaybackRate
-- @param self
-- @return #nil
-- @param flRate float
function CDOTA_Ability_Nian_Leap.SetPlaybackRate( self , flRate ) end

---[[ CDOTA_Ability_Nian_Roar.GetCastCount  Number of times Nian has used the roar ]]
-- @function [parent=#CDOTA_Ability_Nian_Roar] GetCastCount
-- @param self
-- @return int
function CDOTA_Ability_Nian_Roar.GetCastCount( self ) end

---[[ CDOTA_BaseNPC.AddAbility ]]
-- Add an ability to this unit by name.
-- @function [parent=#CDOTA_BaseNPC] AddAbility
-- @param self
-- @param #string pszAbilityName
-- @return #nil
function CDOTA_BaseNPC.AddAbility( self, pszAbilityName ) end

---[[ CDOTA_BaseNPC.AddItem  Add an item to this unit's inventory. ]]
-- @function [parent=#CDOTA_BaseNPC] AddItem
-- @param self
-- @return handle
-- @param hItem handle
function CDOTA_BaseNPC.AddItem( self , hItem ) end

---[[ CDOTA_BaseNPC.AddItemByName  Add an item to this unit's inventory. ]]
-- @function [parent=#CDOTA_BaseNPC] AddItemByName
-- @param self
-- @return #CDOTA_Item
-- @param pszItemName string
function CDOTA_BaseNPC.AddItemByName( self , pszItemName ) end

---[[ CDOTA_BaseNPC.AddNewModifier  Add a modifier to this unit. ]]
-- @function [parent=#CDOTA_BaseNPC] AddNewModifier
-- @param self
-- @return #CDOTA_Buff
-- @param hCaster handle
-- @param hAbility handle
-- @param pszScriptName string
-- @param hModifierTable handle
function CDOTA_BaseNPC.AddNewModifier( self , hCaster, hAbility, pszScriptName, hModifierTable ) end

---[[ CDOTA_BaseNPC.AddNoDraw  Adds the no draw flag. ]]
-- @function [parent=#CDOTA_BaseNPC] AddNoDraw
-- @param self
-- @return #nil
function CDOTA_BaseNPC.AddNoDraw( self ) end

---[[ CDOTA_BaseNPC.AddSpeechBubble  Add a speech bubble(1-4 live at a time) to this NPC. ]]
-- @function [parent=#CDOTA_BaseNPC] AddSpeechBubble
-- @param self
-- @return #nil
-- @param iBubble int
-- @param pszSpeech string
-- @param flDuration float
-- @param unOffsetX unsigned
-- @param unOffsetY unsigned
function CDOTA_BaseNPC.AddSpeechBubble( self , iBubble, pszSpeech, flDuration, unOffsetX, unOffsetY ) end

---[[ CDOTA_BaseNPC.AlertNearbyUnits   ]]
-- @function [parent=#CDOTA_BaseNPC] AlertNearbyUnits
-- @param self
-- @return #nil
-- @param hAttacker handle
-- @param hAbility handle
function CDOTA_BaseNPC.AlertNearbyUnits( self , hAttacker, hAbility ) end

---[[ CDOTA_BaseNPC.AngerNearbyUnits   ]]
-- @function [parent=#CDOTA_BaseNPC] AngerNearbyUnits
-- @param self
-- @return #nil
function CDOTA_BaseNPC.AngerNearbyUnits( self ) end

---[[ CDOTA_BaseNPC.AttackNoEarlierThan   ]]
-- @function [parent=#CDOTA_BaseNPC] AttackNoEarlierThan
-- @param self
-- @return #nil
-- @param flTime float
function CDOTA_BaseNPC.AttackNoEarlierThan( self , flTime ) end

---[[ CDOTA_BaseNPC.AttackReady   ]]
-- @function [parent=#CDOTA_BaseNPC] AttackReady
-- @param self
-- @return bool
function CDOTA_BaseNPC.AttackReady( self ) end

---[[ CDOTA_BaseNPC.BoundingRadius2D   ]]
-- @function [parent=#CDOTA_BaseNPC] BoundingRadius2D
-- @param self
-- @return float
function CDOTA_BaseNPC.BoundingRadius2D( self ) end

---[[ CDOTA_BaseNPC.CanEntityBeSeenByMyTeam  Check FoW to see if an entity is visible. ]]
-- @function [parent=#CDOTA_BaseNPC] CanEntityBeSeenByMyTeam
-- @param self
-- @return bool
-- @param hEntity handle
function CDOTA_BaseNPC.CanEntityBeSeenByMyTeam( self , hEntity ) end

---[[ CDOTA_BaseNPC.CanSellItems  Query if this unit can sell items. ]]
-- @function [parent=#CDOTA_BaseNPC] CanSellItems
-- @param self
-- @return bool
function CDOTA_BaseNPC.CanSellItems( self ) end

---[[ CDOTA_BaseNPC.CastAbilityImmediately  Cast an ability immediately. ]]
-- @function [parent=#CDOTA_BaseNPC] CastAbilityImmediately
-- @param self
-- @return #nil
-- @param hAbility handle
-- @param iPlayerIndex int
function CDOTA_BaseNPC.CastAbilityImmediately( self , hAbility, iPlayerIndex ) end

---[[ CDOTA_BaseNPC.CastAbilityNoTarget  Cast an ability with no target. ]]
-- @function [parent=#CDOTA_BaseNPC] CastAbilityNoTarget
-- @param self
-- @return #nil
-- @param hAbility handle
-- @param iPlayerIndex int
function CDOTA_BaseNPC.CastAbilityNoTarget( self , hAbility, iPlayerIndex ) end

---[[ CDOTA_BaseNPC.CastAbilityOnPosition  Cast an ability on a position. ]]
-- @function [parent=#CDOTA_BaseNPC] CastAbilityOnPosition
-- @param self
-- @return #nil
-- @param vPosition Vector
-- @param hAbility handle
-- @param iPlayerIndex int
function CDOTA_BaseNPC.CastAbilityOnPosition( self , vPosition, hAbility, iPlayerIndex ) end

---[[ CDOTA_BaseNPC.CastAbilityOnTarget  Cast an ability on a target entity. ]]
-- @function [parent=#CDOTA_BaseNPC] CastAbilityOnTarget
-- @param self
-- @return #nil
-- @param hTarget handle
-- @param hAbility handle
-- @param iPlayerIndex int
function CDOTA_BaseNPC.CastAbilityOnTarget( self , hTarget, hAbility, iPlayerIndex ) end

---[[ CDOTA_BaseNPC.CastAbilityToggle  Toggle an ability. ]]
-- @function [parent=#CDOTA_BaseNPC] CastAbilityToggle
-- @param self
-- @return #nil
-- @param hAbility handle
-- @param iPlayerIndex int
function CDOTA_BaseNPC.CastAbilityToggle( self , hAbility, iPlayerIndex ) end

---[[ CDOTA_BaseNPC.DestroyAllSpeechBubbles   ]]
-- @function [parent=#CDOTA_BaseNPC] DestroyAllSpeechBubbles
-- @param self
-- @return #nil
function CDOTA_BaseNPC.DestroyAllSpeechBubbles( self ) end

---[[ CDOTA_BaseNPC.DisassembleItem  Disassemble the passed item in this unit's inventory. ]]
-- @function [parent=#CDOTA_BaseNPC] DisassembleItem
-- @param self
-- @return #nil
-- @param hItem handle
function CDOTA_BaseNPC.DisassembleItem( self , hItem ) end

---[[ CDOTA_BaseNPC.DropItemAtPosition  Drop an item at a given point. ]]
-- @function [parent=#CDOTA_BaseNPC] DropItemAtPosition
-- @param self
-- @return #nil
-- @param vDest Vector
-- @param hItem handle
function CDOTA_BaseNPC.DropItemAtPosition( self , vDest, hItem ) end

---[[ CDOTA_BaseNPC.DropItemAtPositionImmediate  Immediately drop a carried item at a given position. ]]
-- @function [parent=#CDOTA_BaseNPC] DropItemAtPositionImmediate
-- @param self
-- @return #nil
-- @param hItem handle
-- @param vPosition Vector
function CDOTA_BaseNPC.DropItemAtPositionImmediate( self , hItem, vPosition ) end

---[[ CDOTA_BaseNPC.EjectItemFromStash  Drops the selected item out of this unit's stash. ]]
-- @function [parent=#CDOTA_BaseNPC] EjectItemFromStash
-- @param self
-- @return #nil
-- @param hItem handle
function CDOTA_BaseNPC.EjectItemFromStash( self , hItem ) end

---[[ CDOTA_BaseNPC.FindAbilityByName  Retrieve an ability by name from the unit. ]]
-- @function [parent=#CDOTA_BaseNPC] FindAbilityByName
-- @param self
-- @return #CDOTABaseAbility
-- @param pAbilityName string
function CDOTA_BaseNPC.FindAbilityByName( self , pAbilityName ) end

---[[ CDOTA_BaseNPC.FindAllModifiers  Returns a table of all of the modifiers on the NPC. ]]
-- @function [parent=#CDOTA_BaseNPC] FindAllModifiers
-- @param self
-- @return #list<#CDOTA_Buff>
function CDOTA_BaseNPC.FindAllModifiers( self ) end

---[[ CDOTA_BaseNPC.FindAllModifiersByName  Returns a table of all of the modifiers on the NPC with the passed name (modifierName) ]]
-- @function [parent=#CDOTA_BaseNPC] FindAllModifiersByName
-- @param self
-- @return #table
-- @param #string pszScriptName
function CDOTA_BaseNPC.FindAllModifiersByName( self , pszScriptName ) end

---[[ CDOTA_BaseNPC.FindModifierByName  Return a handle to the modifier of the given name if found, else nil (string Name ) ]]
-- @function [parent=#CDOTA_BaseNPC] FindModifierByName
-- @param self
-- @return #CDOTA_Buff
-- @param pszScriptName string
function CDOTA_BaseNPC.FindModifierByName( self , pszScriptName ) end

---[[ CDOTA_BaseNPC.FindModifierByNameAndCaster  Return a handle to the modifier of the given name from the passed caster if found, else nil ( string Name, hCaster ) ]]
-- @function [parent=#CDOTA_BaseNPC] FindModifierByNameAndCaster
-- @param self
-- @return #CDOTA_Buff
-- @param pszScriptName string
-- @param hCaster handle
function CDOTA_BaseNPC.FindModifierByNameAndCaster( self , pszScriptName, hCaster ) end

---[[ CDOTA_BaseNPC.ForceKill  Kill this unit immediately. ]]
-- @function [parent=#CDOTA_BaseNPC] ForceKill
-- @param self
-- @return #nil
-- @param bReincarnate bool
function CDOTA_BaseNPC.ForceKill( self , bReincarnate ) end

---[[ CDOTA_BaseNPC.GetAbilityByIndex  Retrieve an ability by index from the unit. ]]
-- @function [parent=#CDOTA_BaseNPC] GetAbilityByIndex
-- @param self
-- @return #CDOTABaseAbility
-- @param iIndex int
function CDOTA_BaseNPC.GetAbilityByIndex( self , iIndex ) end

---[[ CDOTA_BaseNPC.GetAbilityCount   ]]
-- @function [parent=#CDOTA_BaseNPC] GetAbilityCount
-- @param self
-- @return #number
function CDOTA_BaseNPC.GetAbilityCount( self ) end

---[[ CDOTA_BaseNPC.GetAcquisitionRange  Gets the range at which this unit will auto-acquire. ]]
-- @function [parent=#CDOTA_BaseNPC] GetAcquisitionRange
-- @param self
-- @return float
function CDOTA_BaseNPC.GetAcquisitionRange( self ) end

---[[ CDOTA_BaseNPC.GetAdditionalBattleMusicWeight  Combat involving this creature will have this weight added to the music calcuations. ]]
-- @function [parent=#CDOTA_BaseNPC] GetAdditionalBattleMusicWeight
-- @param self
-- @return float
function CDOTA_BaseNPC.GetAdditionalBattleMusicWeight( self ) end

---[[ CDOTA_BaseNPC.GetAggroTarget  Returns this unit's aggro target. ]]
-- @function [parent=#CDOTA_BaseNPC] GetAggroTarget
-- @param self
-- @return #CDOTA_BaseNPC
function CDOTA_BaseNPC.GetAggroTarget( self ) end

---[[ CDOTA_BaseNPC.GetAttackAnimationPoint   ]]
-- @function [parent=#CDOTA_BaseNPC] GetAttackAnimationPoint
-- @param self
-- @return float
function CDOTA_BaseNPC.GetAttackAnimationPoint( self ) end

---[[ CDOTA_BaseNPC.GetAttackCapability   ]]
-- @function [parent=#CDOTA_BaseNPC] GetAttackCapability
-- @param self
-- @return int
function CDOTA_BaseNPC.GetAttackCapability( self ) end

---[[ CDOTA_BaseNPC.GetAttackDamage  Returns a random integer between the minimum and maximum base damage of the unit. ]]
-- @function [parent=#CDOTA_BaseNPC] GetAttackDamage
-- @param self
-- @return int
function CDOTA_BaseNPC.GetAttackDamage( self ) end

---[[ CDOTA_BaseNPC.GetAttackRange  Gets this unit's attack range after all modifiers. ]]
-- @function [parent=#CDOTA_BaseNPC] GetAttackRange
-- @param self
-- @return float
function CDOTA_BaseNPC.GetAttackRange( self ) end

---[[ CDOTA_BaseNPC.GetAttackRangeBuffer  Gets the attack range buffer. ]]
-- @function [parent=#CDOTA_BaseNPC] GetAttackRangeBuffer
-- @param self
-- @return float
function CDOTA_BaseNPC.GetAttackRangeBuffer( self ) end

---[[ CDOTA_BaseNPC.GetAttackSpeed   ]]
-- @function [parent=#CDOTA_BaseNPC] GetAttackSpeed
-- @param self
-- @return float
function CDOTA_BaseNPC.GetAttackSpeed( self ) end

---[[ CDOTA_BaseNPC.GetAttackTarget   ]]
-- @function [parent=#CDOTA_BaseNPC] GetAttackTarget
-- @param self
-- @return #CDOTA_BaseNPC
function CDOTA_BaseNPC.GetAttackTarget( self ) end

---[[ CDOTA_BaseNPC.GetAttacksPerSecond   ]]
-- @function [parent=#CDOTA_BaseNPC] GetAttacksPerSecond
-- @param self
-- @return float
function CDOTA_BaseNPC.GetAttacksPerSecond( self ) end

---[[ CDOTA_BaseNPC.GetAverageTrueAttackDamage  Returns the average value of the minimum and maximum damage values. ]]
-- @function [parent=#CDOTA_BaseNPC] GetAverageTrueAttackDamage
-- @param self
-- @return int
function CDOTA_BaseNPC.GetAverageTrueAttackDamage( self ) end

---[[ CDOTA_BaseNPC.GetBaseAttackTime   ]]
-- @function [parent=#CDOTA_BaseNPC] GetBaseAttackTime
-- @param self
-- @return float
function CDOTA_BaseNPC.GetBaseAttackTime( self ) end

---[[ CDOTA_BaseNPC.GetBaseDamageMax  Get the maximum attack damage of this unit. ]]
-- @function [parent=#CDOTA_BaseNPC] GetBaseDamageMax
-- @param self
-- @return int
function CDOTA_BaseNPC.GetBaseDamageMax( self ) end

---[[ CDOTA_BaseNPC.GetBaseDamageMin  Get the minimum attack damage of this unit. ]]
-- @function [parent=#CDOTA_BaseNPC] GetBaseDamageMin
-- @param self
-- @return int
function CDOTA_BaseNPC.GetBaseDamageMin( self ) end

---[[ CDOTA_BaseNPC.GetBaseDayTimeVisionRange  Returns the vision range before modifiers. ]]
-- @function [parent=#CDOTA_BaseNPC] GetBaseDayTimeVisionRange
-- @param self
-- @return int
function CDOTA_BaseNPC.GetBaseDayTimeVisionRange( self ) end

---[[ CDOTA_BaseNPC.GetBaseHealthRegen   ]]
-- @function [parent=#CDOTA_BaseNPC] GetBaseHealthRegen
-- @param self
-- @return float
function CDOTA_BaseNPC.GetBaseHealthRegen( self ) end

---[[ CDOTA_BaseNPC.GetBaseMagicalResistanceValue  Returns base magical armor value. ]]
-- @function [parent=#CDOTA_BaseNPC] GetBaseMagicalResistanceValue
-- @param self
-- @return float
function CDOTA_BaseNPC.GetBaseMagicalResistanceValue( self ) end

---[[ CDOTA_BaseNPC.GetBaseMaxHealth  Gets the base max health value. ]]
-- @function [parent=#CDOTA_BaseNPC] GetBaseMaxHealth
-- @param self
-- @return float
function CDOTA_BaseNPC.GetBaseMaxHealth( self ) end

---[[ CDOTA_BaseNPC.GetBaseMoveSpeed   ]]
-- @function [parent=#CDOTA_BaseNPC] GetBaseMoveSpeed
-- @param self
-- @return float
function CDOTA_BaseNPC.GetBaseMoveSpeed( self ) end

---[[ CDOTA_BaseNPC.GetBaseNightTimeVisionRange  Returns the vision range after modifiers. ]]
-- @function [parent=#CDOTA_BaseNPC] GetBaseNightTimeVisionRange
-- @param self
-- @return int
function CDOTA_BaseNPC.GetBaseNightTimeVisionRange( self ) end

---[[ CDOTA_BaseNPC.GetCastPoint   ]]
-- @function [parent=#CDOTA_BaseNPC] GetCastPoint
-- @param self
-- @return float
-- @param bAttack bool
function CDOTA_BaseNPC.GetCastPoint( self , bAttack ) end

---[[ CDOTA_BaseNPC.GetCloneSource  Get clone source (Meepo Prime, if this is a Meepo) ]]
-- @function [parent=#CDOTA_BaseNPC] GetCloneSource
-- @param self
-- @return #CDOTA_BaseNPC
function CDOTA_BaseNPC.GetCloneSource( self ) end

---[[ CDOTA_BaseNPC.GetCollisionPadding  Returns the size of the collision padding around the hull. ]]
-- @function [parent=#CDOTA_BaseNPC] GetCollisionPadding
-- @param self
-- @return float
function CDOTA_BaseNPC.GetCollisionPadding( self ) end

---[[ CDOTA_BaseNPC.GetConstantBasedManaRegen  This Mana regen is derived from constant bonuses like Basilius. ]]
-- @function [parent=#CDOTA_BaseNPC] GetConstantBasedManaRegen
-- @param self
-- @return float
function CDOTA_BaseNPC.GetConstantBasedManaRegen( self ) end

---[[ CDOTA_BaseNPC.GetCreationTime   ]]
-- @function [parent=#CDOTA_BaseNPC] GetCreationTime
-- @param self
-- @return float
function CDOTA_BaseNPC.GetCreationTime( self ) end

---[[ CDOTA_BaseNPC.GetCurrentActiveAbility  Get the ability this unit is currently casting. ]]
-- @function [parent=#CDOTA_BaseNPC] GetCurrentActiveAbility
-- @param self
-- @return #CDOTABaseAbility
function CDOTA_BaseNPC.GetCurrentActiveAbility( self ) end

---[[ CDOTA_BaseNPC.GetCurrentVisionRange  Gets the current vision range. ]]
-- @function [parent=#CDOTA_BaseNPC] GetCurrentVisionRange
-- @param self
-- @return int
function CDOTA_BaseNPC.GetCurrentVisionRange( self ) end

---[[ CDOTA_BaseNPC.GetCursorCastTarget   ]]
-- @function [parent=#CDOTA_BaseNPC] GetCursorCastTarget
-- @param self
-- @return #CDOTA_BaseNPC
function CDOTA_BaseNPC.GetCursorCastTarget( self ) end

---[[ CDOTA_BaseNPC.GetCursorPosition   ]]
-- @function [parent=#CDOTA_BaseNPC] GetCursorPosition
-- @param self
-- @return #CVector
function CDOTA_BaseNPC.GetCursorPosition( self ) end

---[[ CDOTA_BaseNPC.GetCursorTargetingNothing   ]]
-- @function [parent=#CDOTA_BaseNPC] GetCursorTargetingNothing
-- @param self
-- @return bool
function CDOTA_BaseNPC.GetCursorTargetingNothing( self ) end

---[[ CDOTA_BaseNPC.GetDayTimeVisionRange  Returns the vision range after modifiers. ]]
-- @function [parent=#CDOTA_BaseNPC] GetDayTimeVisionRange
-- @param self
-- @return int
function CDOTA_BaseNPC.GetDayTimeVisionRange( self ) end

---[[ CDOTA_BaseNPC.GetDeathXP  Get the XP bounty on this unit. ]]
-- @function [parent=#CDOTA_BaseNPC] GetDeathXP
-- @param self
-- @return int
function CDOTA_BaseNPC.GetDeathXP( self ) end

---[[ CDOTA_BaseNPC.GetForceAttackTarget   ]]
-- @function [parent=#CDOTA_BaseNPC] GetForceAttackTarget
-- @param self
-- @return #CDOTA_BaseNPC
function CDOTA_BaseNPC.GetForceAttackTarget( self ) end

---[[ CDOTA_BaseNPC.GetGoldBounty  Get the gold bounty on this unit. ]]
-- @function [parent=#CDOTA_BaseNPC] GetGoldBounty
-- @param self
-- @return int
function CDOTA_BaseNPC.GetGoldBounty( self ) end

---[[ CDOTA_BaseNPC.GetHasteFactor   ]]
-- @function [parent=#CDOTA_BaseNPC] GetHasteFactor
-- @param self
-- @return float
function CDOTA_BaseNPC.GetHasteFactor( self ) end

---[[ CDOTA_BaseNPC.GetHealthDeficit  Returns integer amount of health missing from max. ]]
-- @function [parent=#CDOTA_BaseNPC] GetHealthDeficit
-- @param self
-- @return int
function CDOTA_BaseNPC.GetHealthDeficit( self ) end

---[[ CDOTA_BaseNPC.GetHealthPercent  Get the current health percent of the unit. ]]
-- @function [parent=#CDOTA_BaseNPC] GetHealthPercent
-- @param self
-- @return int
function CDOTA_BaseNPC.GetHealthPercent( self ) end

---[[ CDOTA_BaseNPC.GetHealthRegen   ]]
-- @function [parent=#CDOTA_BaseNPC] GetHealthRegen
-- @param self
-- @return float
function CDOTA_BaseNPC.GetHealthRegen( self ) end

---[[ CDOTA_BaseNPC.GetHullRadius  Get the collision hull radius of this NPC. ]]
-- @function [parent=#CDOTA_BaseNPC] GetHullRadius
-- @param self
-- @return float
function CDOTA_BaseNPC.GetHullRadius( self ) end

---[[ CDOTA_BaseNPC.GetIdealSpeed  Returns speed after all modifiers. ]]
-- @function [parent=#CDOTA_BaseNPC] GetIdealSpeed
-- @param self
-- @return float
function CDOTA_BaseNPC.GetIdealSpeed( self ) end

---[[ CDOTA_BaseNPC.GetIncreasedAttackSpeed   ]]
-- @function [parent=#CDOTA_BaseNPC] GetIncreasedAttackSpeed
-- @param self
-- @return float
function CDOTA_BaseNPC.GetIncreasedAttackSpeed( self ) end

---[[ CDOTA_BaseNPC.GetInitialGoalEntity  Returns the initial waypoint goal for this NPC. ]]
-- @function [parent=#CDOTA_BaseNPC] GetInitialGoalEntity
-- @param self
-- @return #CBaseEntity
function CDOTA_BaseNPC.GetInitialGoalEntity( self ) end

---[[ CDOTA_BaseNPC.GetItemInSlot  Returns nth item in inventory slot (index is zero based). ]]
-- @function [parent=#CDOTA_BaseNPC] GetItemInSlot
-- @param self
-- @return #CDOTA_Item
-- @param i int
function CDOTA_BaseNPC.GetItemInSlot( self , i ) end

---[[ CDOTA_BaseNPC.GetLastAttackTime   ]]
-- @function [parent=#CDOTA_BaseNPC] GetLastAttackTime
-- @param self
-- @return float
function CDOTA_BaseNPC.GetLastAttackTime( self ) end

---[[ CDOTA_BaseNPC.GetLastIdleChangeTime  Get the last game time that this unit switched to/from idle state. ]]
-- @function [parent=#CDOTA_BaseNPC] GetLastIdleChangeTime
-- @param self
-- @return float
function CDOTA_BaseNPC.GetLastIdleChangeTime( self ) end

---[[ CDOTA_BaseNPC.GetLevel  Returns the level of this unit. ]]
-- @function [parent=#CDOTA_BaseNPC] GetLevel
-- @param self
-- @return int
function CDOTA_BaseNPC.GetLevel( self ) end

---[[ CDOTA_BaseNPC.GetMagicalArmorValue  Returns current magical armor value. ]]
-- @function [parent=#CDOTA_BaseNPC] GetMagicalArmorValue
-- @param self
-- @return float
function CDOTA_BaseNPC.GetMagicalArmorValue( self ) end

---[[ CDOTA_BaseNPC.GetMainControllingPlayer  Returns the player ID of the controlling player. ]]
-- @function [parent=#CDOTA_BaseNPC] GetMainControllingPlayer
-- @param self
-- @return int
function CDOTA_BaseNPC.GetMainControllingPlayer( self ) end

---[[ CDOTA_BaseNPC.GetMana  Get the mana on this unit. ]]
-- @function [parent=#CDOTA_BaseNPC] GetMana
-- @param self
-- @return float
function CDOTA_BaseNPC.GetMana( self ) end

---[[ CDOTA_BaseNPC.GetManaPercent  Get the percent of mana remaining. ]]
-- @function [parent=#CDOTA_BaseNPC] GetManaPercent
-- @param self
-- @return int
function CDOTA_BaseNPC.GetManaPercent( self ) end

---[[ CDOTA_BaseNPC.GetManaRegen   ]]
-- @function [parent=#CDOTA_BaseNPC] GetManaRegen
-- @param self
-- @return float
function CDOTA_BaseNPC.GetManaRegen( self ) end

---[[ CDOTA_BaseNPC.GetMaxMana  Get the maximum mana of this unit. ]]
-- @function [parent=#CDOTA_BaseNPC] GetMaxMana
-- @param self
-- @return float
function CDOTA_BaseNPC.GetMaxMana( self ) end

---[[ CDOTA_BaseNPC.GetMaximumGoldBounty  Get the maximum gold bounty for this unit. ]]
-- @function [parent=#CDOTA_BaseNPC] GetMaximumGoldBounty
-- @param self
-- @return int
function CDOTA_BaseNPC.GetMaximumGoldBounty( self ) end

---[[ CDOTA_BaseNPC.GetMinimumGoldBounty  Get the minimum gold bounty for this unit. ]]
-- @function [parent=#CDOTA_BaseNPC] GetMinimumGoldBounty
-- @param self
-- @return int
function CDOTA_BaseNPC.GetMinimumGoldBounty( self ) end

---[[ CDOTA_BaseNPC.GetModelRadius   ]]
-- @function [parent=#CDOTA_BaseNPC] GetModelRadius
-- @param self
-- @return float
function CDOTA_BaseNPC.GetModelRadius( self ) end

---[[ CDOTA_BaseNPC.GetModifierCount  How many modifiers does this unit have? ]]
-- @function [parent=#CDOTA_BaseNPC] GetModifierCount
-- @param self
-- @return int
function CDOTA_BaseNPC.GetModifierCount( self ) end

---[[ CDOTA_BaseNPC.GetModifierNameByIndex  Get a modifier name by index. ]]
-- @function [parent=#CDOTA_BaseNPC] GetModifierNameByIndex
-- @param self
-- @return string
-- @param nIndex int
function CDOTA_BaseNPC.GetModifierNameByIndex( nIndex ) end

---[[ CDOTA_BaseNPC.GetModifierStackCount  Gets the stack count of a given modifier. ]]
-- @function [parent=#CDOTA_BaseNPC] GetModifierStackCount
-- @param self
-- @return int
-- @param pszScriptName string
-- @param hCaster handle
function CDOTA_BaseNPC.GetModifierStackCount( self , pszScriptName, hCaster ) end

---[[ CDOTA_BaseNPC.GetMoveSpeedModifier   ]]
-- @function [parent=#CDOTA_BaseNPC] GetMoveSpeedModifier
-- @param self
-- @return float
-- @param flBaseSpeed float
function CDOTA_BaseNPC.GetMoveSpeedModifier( self , flBaseSpeed ) end

---[[ CDOTA_BaseNPC.GetMustReachEachGoalEntity  Set whether this NPC is required to reach each goal entity, rather than being allowed to unkink their path. ]]
-- @function [parent=#CDOTA_BaseNPC] GetMustReachEachGoalEntity
-- @param self
-- @return bool
function CDOTA_BaseNPC.GetMustReachEachGoalEntity( self ) end

---[[ CDOTA_BaseNPC.GetNeverMoveToClearSpace  If set to true, we will never attempt to move this unit to clear space, even when it unphases. ]]
-- @function [parent=#CDOTA_BaseNPC] GetNeverMoveToClearSpace
-- @param self
-- @return bool
function CDOTA_BaseNPC.GetNeverMoveToClearSpace( self ) end

---[[ CDOTA_BaseNPC.GetNightTimeVisionRange  Returns the vision range after modifiers. ]]
-- @function [parent=#CDOTA_BaseNPC] GetNightTimeVisionRange
-- @param self
-- @return int
function CDOTA_BaseNPC.GetNightTimeVisionRange( self ) end

---[[ CDOTA_BaseNPC.GetOpposingTeamNumber   ]]
-- @function [parent=#CDOTA_BaseNPC] GetOpposingTeamNumber
-- @param self
-- @return int
function CDOTA_BaseNPC.GetOpposingTeamNumber( self ) end

---[[ CDOTA_BaseNPC.GetPaddedCollisionRadius  Get the collision hull radius (including padding) of this NPC. ]]
-- @function [parent=#CDOTA_BaseNPC] GetPaddedCollisionRadius
-- @param self
-- @return float
function CDOTA_BaseNPC.GetPaddedCollisionRadius( self ) end

---[[ CDOTA_BaseNPC.GetPercentageBasedManaRegen  This Mana regen is derived from % bonuses (from items like Void Stone). ]]
-- @function [parent=#CDOTA_BaseNPC] GetPercentageBasedManaRegen
-- @param self
-- @return float
function CDOTA_BaseNPC.GetPercentageBasedManaRegen( self ) end

---[[ CDOTA_BaseNPC.GetPhysicalArmorBaseValue  Returns base physical armor value. ]]
-- @function [parent=#CDOTA_BaseNPC] GetPhysicalArmorBaseValue
-- @param self
-- @return float
function CDOTA_BaseNPC.GetPhysicalArmorBaseValue( self ) end

---[[ CDOTA_BaseNPC.GetPhysicalArmorValue  Returns current physical armor value. ]]
-- @function [parent=#CDOTA_BaseNPC] GetPhysicalArmorValue
-- @param self
-- @return float
function CDOTA_BaseNPC.GetPhysicalArmorValue( self ) end

---[[ CDOTA_BaseNPC.GetPlayerOwner  Returns the player that owns this unit. ]]
-- @function [parent=#CDOTA_BaseNPC] GetPlayerOwner
-- @param self
-- @return #CDOTAPlayer
function CDOTA_BaseNPC.GetPlayerOwner( self ) end

---[[ CDOTA_BaseNPC.GetPlayerOwnerID  Get the owner player ID for this unit. ]]
-- @function [parent=#CDOTA_BaseNPC] GetPlayerOwnerID
-- @param self
-- @return int
function CDOTA_BaseNPC.GetPlayerOwnerID( self ) end

---[[ CDOTA_BaseNPC.GetProjectileSpeed   ]]
-- @function [parent=#CDOTA_BaseNPC] GetProjectileSpeed
-- @param self
-- @return int
function CDOTA_BaseNPC.GetProjectileSpeed( self ) end

---[[ CDOTA_BaseNPC.GetRangeToUnit   ]]
-- @function [parent=#CDOTA_BaseNPC] GetRangeToUnit
-- @param self
-- @return float
-- @param hNPC handle
function CDOTA_BaseNPC.GetRangeToUnit( self , hNPC ) end

---[[ CDOTA_BaseNPC.GetSecondsPerAttack   ]]
-- @function [parent=#CDOTA_BaseNPC] GetSecondsPerAttack
-- @param self
-- @return float
function CDOTA_BaseNPC.GetSecondsPerAttack( self ) end

---[[ CDOTA_BaseNPC.GetStatsBasedManaRegen  Returns mana regen rate per intelligence. ]]
-- @function [parent=#CDOTA_BaseNPC] GetStatsBasedManaRegen
-- @param self
-- @return float
function CDOTA_BaseNPC.GetStatsBasedManaRegen( self ) end

---[[ CDOTA_BaseNPC.GetTotalPurchasedUpgradeGoldCost  Get how much gold has been spent on ability upgrades. ]]
-- @function [parent=#CDOTA_BaseNPC] GetTotalPurchasedUpgradeGoldCost
-- @param self
-- @return int
function CDOTA_BaseNPC.GetTotalPurchasedUpgradeGoldCost( self ) end

---[[ CDOTA_BaseNPC.GetUnitLabel   ]]
-- @function [parent=#CDOTA_BaseNPC] GetUnitLabel
-- @param self
-- @return string
function CDOTA_BaseNPC.GetUnitLabel( self ) end

---[[ CDOTA_BaseNPC.GetUnitName  Get the name of this unit. ]]
-- @function [parent=#CDOTA_BaseNPC] GetUnitName
-- @param self
-- @return string
function CDOTA_BaseNPC.GetUnitName( self ) end

---[[ CDOTA_BaseNPC.GiveMana  Give mana to this unit, this can be used for mana gained by abilities or item usage. ]]
-- @function [parent=#CDOTA_BaseNPC] GiveMana
-- @param self
-- @return #nil
-- @param flMana float
function CDOTA_BaseNPC.GiveMana( self , flMana ) end

---[[ CDOTA_BaseNPC.HasAbility  See whether this unit has an ability by name. ]]
-- @function [parent=#CDOTA_BaseNPC] HasAbility
-- @param self
-- @return bool
-- @param pszAbilityName string
function CDOTA_BaseNPC.HasAbility( self , pszAbilityName ) end

---[[ CDOTA_BaseNPC.HasAnyActiveAbilities   ]]
-- @function [parent=#CDOTA_BaseNPC] HasAnyActiveAbilities
-- @param self
-- @return bool
function CDOTA_BaseNPC.HasAnyActiveAbilities( self ) end

---[[ CDOTA_BaseNPC.HasAttackCapability   ]]
-- @function [parent=#CDOTA_BaseNPC] HasAttackCapability
-- @param self
-- @return bool
function CDOTA_BaseNPC.HasAttackCapability( self ) end

---[[ CDOTA_BaseNPC.HasFlyMovementCapability   ]]
-- @function [parent=#CDOTA_BaseNPC] HasFlyMovementCapability
-- @param self
-- @return bool
function CDOTA_BaseNPC.HasFlyMovementCapability( self ) end

---[[ CDOTA_BaseNPC.HasFlyingVision   ]]
-- @function [parent=#CDOTA_BaseNPC] HasFlyingVision
-- @param self
-- @return bool
function CDOTA_BaseNPC.HasFlyingVision( self ) end

---[[ CDOTA_BaseNPC.HasGroundMovementCapability   ]]
-- @function [parent=#CDOTA_BaseNPC] HasGroundMovementCapability
-- @param self
-- @return bool
function CDOTA_BaseNPC.HasGroundMovementCapability( self ) end

---[[ CDOTA_BaseNPC.HasInventory  Does this unit have an inventory. ]]
-- @function [parent=#CDOTA_BaseNPC] HasInventory
-- @param self
-- @return bool
function CDOTA_BaseNPC.HasInventory( self ) end

---[[ CDOTA_BaseNPC.HasItemInInventory  See whether this unit has an item by name. ]]
-- @function [parent=#CDOTA_BaseNPC] HasItemInInventory
-- @param self
-- @return bool
-- @param pItemName string
function CDOTA_BaseNPC.HasItemInInventory( self , pItemName ) end

---[[ CDOTA_BaseNPC.HasModifier  Sees if this unit has a given modifier. ]]
-- @function [parent=#CDOTA_BaseNPC] HasModifier
-- @param self
-- @return bool
-- @param pszScriptName string
function CDOTA_BaseNPC.HasModifier( self , pszScriptName ) end

---[[ CDOTA_BaseNPC.HasMovementCapability   ]]
-- @function [parent=#CDOTA_BaseNPC] HasMovementCapability
-- @param self
-- @return bool
function CDOTA_BaseNPC.HasMovementCapability( self ) end

---[[ CDOTA_BaseNPC.HasScepter   ]]
-- @function [parent=#CDOTA_BaseNPC] HasScepter
-- @param self
-- @return bool
function CDOTA_BaseNPC.HasScepter( self ) end

---[[ CDOTA_BaseNPC.Heal  Heal this unit. ]]
-- @function [parent=#CDOTA_BaseNPC] Heal
-- @param self
-- @return #nil
-- @param flAmount float
-- @param hInflictor handle
function CDOTA_BaseNPC.Heal( self , flAmount, hInflictor ) end

---[[ CDOTA_BaseNPC.Hold  Hold position. ]]
-- @function [parent=#CDOTA_BaseNPC] Hold
-- @param self
-- @return #nil
function CDOTA_BaseNPC.Hold( self ) end

---[[ CDOTA_BaseNPC.Interrupt   ]]
-- @function [parent=#CDOTA_BaseNPC] Interrupt
-- @param self
-- @return #nil
function CDOTA_BaseNPC.Interrupt( self ) end

---[[ CDOTA_BaseNPC.InterruptChannel   ]]
-- @function [parent=#CDOTA_BaseNPC] InterruptChannel
-- @param self
-- @return #nil
function CDOTA_BaseNPC.InterruptChannel( self ) end

---[[ CDOTA_BaseNPC.InterruptMotionControllers   ]]
-- @function [parent=#CDOTA_BaseNPC] InterruptMotionControllers
-- @param self
-- @return #nil
-- @param bFindClearSpace bool
function CDOTA_BaseNPC.InterruptMotionControllers( self , bFindClearSpace ) end

---[[ CDOTA_BaseNPC.IsAlive  Is this unit alive? ]]
-- @function [parent=#CDOTA_BaseNPC] IsAlive
-- @param self
-- @return bool
function CDOTA_BaseNPC.IsAlive( self ) end

---[[ CDOTA_BaseNPC.IsAncient  Is this unit an Ancient? ]]
-- @function [parent=#CDOTA_BaseNPC] IsAncient
-- @param self
-- @return bool
function CDOTA_BaseNPC.IsAncient( self ) end

---[[ CDOTA_BaseNPC.IsAttackImmune   ]]
-- @function [parent=#CDOTA_BaseNPC] IsAttackImmune
-- @param self
-- @return bool
function CDOTA_BaseNPC.IsAttackImmune( self ) end

---[[ CDOTA_BaseNPC.IsAttacking   ]]
-- @function [parent=#CDOTA_BaseNPC] IsAttacking
-- @param self
-- @return bool
function CDOTA_BaseNPC.IsAttacking( self ) end

---[[ CDOTA_BaseNPC.IsAttackingEntity   ]]
-- @function [parent=#CDOTA_BaseNPC] IsAttackingEntity
-- @param self
-- @return bool
-- @param hEntity handle
function CDOTA_BaseNPC.IsAttackingEntity( self , hEntity ) end

---[[ CDOTA_BaseNPC.IsBarracks  Is this unit a Barracks? ]]
-- @function [parent=#CDOTA_BaseNPC] IsBarracks
-- @param self
-- @return bool
function CDOTA_BaseNPC.IsBarracks( self ) end

---[[ CDOTA_BaseNPC.IsBlind   ]]
-- @function [parent=#CDOTA_BaseNPC] IsBlind
-- @param self
-- @return bool
function CDOTA_BaseNPC.IsBlind( self ) end

---[[ CDOTA_BaseNPC.IsBlockDisabled   ]]
-- @function [parent=#CDOTA_BaseNPC] IsBlockDisabled
-- @param self
-- @return bool
function CDOTA_BaseNPC.IsBlockDisabled( self ) end

---[[ CDOTA_BaseNPC.IsBoss  Is this a real hero? ]]
-- @function [parent=#CDOTA_BaseNPC] IsBoss
-- @param self
-- @return bool
function CDOTA_BaseNPC.IsBoss( self ) end

---[[ CDOTA_BaseNPC.IsBuilding  Is this unit a building? ]]
-- @function [parent=#CDOTA_BaseNPC] IsBuilding
-- @param self
-- @return bool
function CDOTA_BaseNPC.IsBuilding( self ) end

---[[ CDOTA_BaseNPC.IsChanneling  Is this unit currently channeling a spell? ]]
-- @function [parent=#CDOTA_BaseNPC] IsChanneling
-- @param self
-- @return bool
function CDOTA_BaseNPC.IsChanneling( self ) end

---[[ CDOTA_BaseNPC.IsClone  Is this unit a clone? (Meepo) ]]
-- @function [parent=#CDOTA_BaseNPC] IsClone
-- @param self
-- @return bool
function CDOTA_BaseNPC.IsClone( self ) end

---[[ CDOTA_BaseNPC.IsCommandRestricted   ]]
-- @function [parent=#CDOTA_BaseNPC] IsCommandRestricted
-- @param self
-- @return bool
function CDOTA_BaseNPC.IsCommandRestricted( self ) end

---[[ CDOTA_BaseNPC.IsConsideredHero  Is this unit a considered a hero for targeting purposes? ]]
-- @function [parent=#CDOTA_BaseNPC] IsConsideredHero
-- @param self
-- @return bool
function CDOTA_BaseNPC.IsConsideredHero( self ) end

---[[ CDOTA_BaseNPC.IsControllableByAnyPlayer  Is this unit controlled by any non-bot player? ]]
-- @function [parent=#CDOTA_BaseNPC] IsControllableByAnyPlayer
-- @param self
-- @return bool
function CDOTA_BaseNPC.IsControllableByAnyPlayer( self ) end

---[[ CDOTA_BaseNPC.IsCourier  Is this unit a courier? ]]
-- @function [parent=#CDOTA_BaseNPC] IsCourier
-- @param self
-- @return bool
function CDOTA_BaseNPC.IsCourier( self ) end

---[[ CDOTA_BaseNPC.IsCreature  Is this a Creature type NPC? ]]
-- @function [parent=#CDOTA_BaseNPC] IsCreature
-- @param self
-- @return bool
function CDOTA_BaseNPC.IsCreature( self ) end

---[[ CDOTA_BaseNPC.IsCreep  Is this unit a creep? ]]
-- @function [parent=#CDOTA_BaseNPC] IsCreep
-- @param self
-- @return bool
function CDOTA_BaseNPC.IsCreep( self ) end

---[[ CDOTA_BaseNPC.IsDeniable   ]]
-- @function [parent=#CDOTA_BaseNPC] IsDeniable
-- @param self
-- @return bool
function CDOTA_BaseNPC.IsDeniable( self ) end

---[[ CDOTA_BaseNPC.IsDisarmed   ]]
-- @function [parent=#CDOTA_BaseNPC] IsDisarmed
-- @param self
-- @return bool
function CDOTA_BaseNPC.IsDisarmed( self ) end

---[[ CDOTA_BaseNPC.IsDominated   ]]
-- @function [parent=#CDOTA_BaseNPC] IsDominated
-- @param self
-- @return bool
function CDOTA_BaseNPC.IsDominated( self ) end

---[[ CDOTA_BaseNPC.IsEvadeDisabled   ]]
-- @function [parent=#CDOTA_BaseNPC] IsEvadeDisabled
-- @param self
-- @return bool
function CDOTA_BaseNPC.IsEvadeDisabled( self ) end

---[[ CDOTA_BaseNPC.IsFort  Is this unit an Ancient? ]]
-- @function [parent=#CDOTA_BaseNPC] IsFort
-- @param self
-- @return bool
function CDOTA_BaseNPC.IsFort( self ) end

---[[ CDOTA_BaseNPC.IsFrozen   ]]
-- @function [parent=#CDOTA_BaseNPC] IsFrozen
-- @param self
-- @return bool
function CDOTA_BaseNPC.IsFrozen( self ) end

---[[ CDOTA_BaseNPC.IsHero  Is this a hero or hero illusion? ]]
-- @function [parent=#CDOTA_BaseNPC] IsHero
-- @param self
-- @return bool
function CDOTA_BaseNPC.IsHero( self ) end

---[[ CDOTA_BaseNPC.IsHexed   ]]
-- @function [parent=#CDOTA_BaseNPC] IsHexed
-- @param self
-- @return bool
function CDOTA_BaseNPC.IsHexed( self ) end

---[[ CDOTA_BaseNPC.IsIdle  Is this creature currently idle? ]]
-- @function [parent=#CDOTA_BaseNPC] IsIdle
-- @param self
-- @return bool
function CDOTA_BaseNPC.IsIdle( self ) end

---[[ CDOTA_BaseNPC.IsIllusion   ]]
-- @function [parent=#CDOTA_BaseNPC] IsIllusion
-- @param self
-- @return bool
function CDOTA_BaseNPC.IsIllusion( self ) end

---[[ CDOTA_BaseNPC.IsInvisible   ]]
-- @function [parent=#CDOTA_BaseNPC] IsInvisible
-- @param self
-- @return bool
function CDOTA_BaseNPC.IsInvisible( self ) end

---[[ CDOTA_BaseNPC.IsInvulnerable   ]]
-- @function [parent=#CDOTA_BaseNPC] IsInvulnerable
-- @param self
-- @return bool
function CDOTA_BaseNPC.IsInvulnerable( self ) end

---[[ CDOTA_BaseNPC.IsLowAttackPriority   ]]
-- @function [parent=#CDOTA_BaseNPC] IsLowAttackPriority
-- @param self
-- @return bool
function CDOTA_BaseNPC.IsLowAttackPriority( self ) end

---[[ CDOTA_BaseNPC.IsMagicImmune   ]]
-- @function [parent=#CDOTA_BaseNPC] IsMagicImmune
-- @param self
-- @return bool
function CDOTA_BaseNPC.IsMagicImmune( self ) end

---[[ CDOTA_BaseNPC.IsMechanical  Is the unit mechanical? ]]
-- @function [parent=#CDOTA_BaseNPC] IsMechanical
-- @param self
-- @return bool
function CDOTA_BaseNPC.IsMechanical( self ) end

---[[ CDOTA_BaseNPC.IsMovementImpaired   ]]
-- @function [parent=#CDOTA_BaseNPC] IsMovementImpaired
-- @param self
-- @return bool
function CDOTA_BaseNPC.IsMovementImpaired( self ) end

---[[ CDOTA_BaseNPC.IsMuted   ]]
-- @function [parent=#CDOTA_BaseNPC] IsMuted
-- @param self
-- @return bool
function CDOTA_BaseNPC.IsMuted( self ) end

---[[ CDOTA_BaseNPC.IsNeutralUnitType  Is this a neutral? ]]
-- @function [parent=#CDOTA_BaseNPC] IsNeutralUnitType
-- @param self
-- @return bool
function CDOTA_BaseNPC.IsNeutralUnitType( self ) end

---[[ CDOTA_BaseNPC.IsNightmared   ]]
-- @function [parent=#CDOTA_BaseNPC] IsNightmared
-- @param self
-- @return bool
function CDOTA_BaseNPC.IsNightmared( self ) end

---[[ CDOTA_BaseNPC.IsOpposingTeam   ]]
-- @function [parent=#CDOTA_BaseNPC] IsOpposingTeam
-- @param self
-- @return bool
-- @param nTeam int
function CDOTA_BaseNPC.IsOpposingTeam( nTeam ) end

---[[ CDOTA_BaseNPC.IsOther  Is this unit a ward-type unit? ]]
-- @function [parent=#CDOTA_BaseNPC] IsOther
-- @param self
-- @return bool
function CDOTA_BaseNPC.IsOther( self ) end

---[[ CDOTA_BaseNPC.IsOutOfGame   ]]
-- @function [parent=#CDOTA_BaseNPC] IsOutOfGame
-- @param self
-- @return bool
function CDOTA_BaseNPC.IsOutOfGame( self ) end

---[[ CDOTA_BaseNPC.IsOwnedByAnyPlayer  Is this unit owned by any non-bot player? ]]
-- @function [parent=#CDOTA_BaseNPC] IsOwnedByAnyPlayer
-- @param self
-- @return bool
function CDOTA_BaseNPC.IsOwnedByAnyPlayer( self ) end

---[[ CDOTA_BaseNPC.IsPhantom  Is this a phantom unit? ]]
-- @function [parent=#CDOTA_BaseNPC] IsPhantom
-- @param self
-- @return bool
function CDOTA_BaseNPC.IsPhantom( self ) end

---[[ CDOTA_BaseNPC.IsPhantomBlocker   ]]
-- @function [parent=#CDOTA_BaseNPC] IsPhantomBlocker
-- @param self
-- @return bool
function CDOTA_BaseNPC.IsPhantomBlocker( self ) end

---[[ CDOTA_BaseNPC.IsPhased   ]]
-- @function [parent=#CDOTA_BaseNPC] IsPhased
-- @param self
-- @return bool
function CDOTA_BaseNPC.IsPhased( self ) end

---[[ CDOTA_BaseNPC.IsPositionInRange   ]]
-- @function [parent=#CDOTA_BaseNPC] IsPositionInRange
-- @param self
-- @return bool
-- @param vPosition Vector
-- @param flRange float
function CDOTA_BaseNPC.IsPositionInRange( self , vPosition, flRange ) end

---[[ CDOTA_BaseNPC.IsRangedAttacker  Is this unit a ranged attacker? ]]
-- @function [parent=#CDOTA_BaseNPC] IsRangedAttacker
-- @param self
-- @return bool
function CDOTA_BaseNPC.IsRangedAttacker( self ) end

---[[ CDOTA_BaseNPC.IsRealHero  Is this unit a boss? ]]
-- @function [parent=#CDOTA_BaseNPC] IsRealHero
-- @param self
-- @return bool
function CDOTA_BaseNPC.IsRealHero( self ) end

---[[ CDOTA_BaseNPC.IsRooted   ]]
-- @function [parent=#CDOTA_BaseNPC] IsRooted
-- @param self
-- @return bool
function CDOTA_BaseNPC.IsRooted( self ) end

---[[ CDOTA_BaseNPC.IsSilenced   ]]
-- @function [parent=#CDOTA_BaseNPC] IsSilenced
-- @param self
-- @return bool
function CDOTA_BaseNPC.IsSilenced( self ) end

---[[ CDOTA_BaseNPC.IsSpeciallyDeniable   ]]
-- @function [parent=#CDOTA_BaseNPC] IsSpeciallyDeniable
-- @param self
-- @return bool
function CDOTA_BaseNPC.IsSpeciallyDeniable( self ) end

---[[ CDOTA_BaseNPC.IsStunned   ]]
-- @function [parent=#CDOTA_BaseNPC] IsStunned
-- @param self
-- @return bool
function CDOTA_BaseNPC.IsStunned( self ) end

---[[ CDOTA_BaseNPC.IsSummoned  Is this unit summoned? ]]
-- @function [parent=#CDOTA_BaseNPC] IsSummoned
-- @param self
-- @return bool
function CDOTA_BaseNPC.IsSummoned( self ) end

---[[ CDOTA_BaseNPC.IsTower  Is this a tower? ]]
-- @function [parent=#CDOTA_BaseNPC] IsTower
-- @param self
-- @return bool
function CDOTA_BaseNPC.IsTower( self ) end

---[[ CDOTA_BaseNPC.IsUnableToMiss   ]]
-- @function [parent=#CDOTA_BaseNPC] IsUnableToMiss
-- @param self
-- @return bool
function CDOTA_BaseNPC.IsUnableToMiss( self ) end

---[[ CDOTA_BaseNPC.IsUnselectable   ]]
-- @function [parent=#CDOTA_BaseNPC] IsUnselectable
-- @param self
-- @return bool
function CDOTA_BaseNPC.IsUnselectable( self ) end

---[[ CDOTA_BaseNPC.Kill  Kills this NPC, with the params Ability and Attacker. ]]
-- @function [parent=#CDOTA_BaseNPC] Kill
-- @param self
-- @return #nil
-- @param hAbility handle
-- @param hAttacker handle
function CDOTA_BaseNPC.Kill( self , hAbility, hAttacker ) end

---[[ CDOTA_BaseNPC.MakeIllusion   ]]
-- @function [parent=#CDOTA_BaseNPC] MakeIllusion
-- @param self
-- @return #nil
function CDOTA_BaseNPC.MakeIllusion( self ) end

---[[ CDOTA_BaseNPC.MakePhantomBlocker   ]]
-- @function [parent=#CDOTA_BaseNPC] MakePhantomBlocker
-- @param self
-- @return #nil
function CDOTA_BaseNPC.MakePhantomBlocker( self ) end

---[[ CDOTA_BaseNPC.MakeVisibleDueToAttack   ]]
-- @function [parent=#CDOTA_BaseNPC] MakeVisibleDueToAttack
-- @param self
-- @return #nil
-- @param iTeam int
function CDOTA_BaseNPC.MakeVisibleDueToAttack( self , iTeam ) end

---[[ CDOTA_BaseNPC.MakeVisibleToTeam   ]]
-- @function [parent=#CDOTA_BaseNPC] MakeVisibleToTeam
-- @param self
-- @return #nil
-- @param iTeam int
-- @param flDuration float
function CDOTA_BaseNPC.MakeVisibleToTeam( self , iTeam, flDuration ) end

---[[ CDOTA_BaseNPC.ManageModelChanges   ]]
-- @function [parent=#CDOTA_BaseNPC] ManageModelChanges
-- @param self
-- @return #nil
function CDOTA_BaseNPC.ManageModelChanges( self ) end

---[[ CDOTA_BaseNPC.ModifyHealth  Sets the health to a specific value, with optional flags or inflictors. ]]
-- @function [parent=#CDOTA_BaseNPC] 
-- @param self
-- @return #nil
-- @param iDesiredHealthValue intModifyHealth
-- @param hAbility handle
-- @param bLethal bool
-- @param iAdditionalFlags int
function CDOTA_BaseNPC.ModifyHealth( self , iDesiredHealthValue, hAbility, bLethal, iAdditionalFlags ) end

---[[ CDOTA_BaseNPC.MoveToNPC  Move to follow a unit. ]]
-- @function [parent=#CDOTA_BaseNPC] MoveToNPC
-- @param self
-- @return #nil
-- @param hNPC handle
function CDOTA_BaseNPC.MoveToNPC( self , hNPC ) end

---[[ CDOTA_BaseNPC.MoveToNPCToGiveItem  Give an item to another unit. ]]
-- @function [parent=#CDOTA_BaseNPC] MoveToNPCToGiveItem
-- @param self
-- @return #nil
-- @param hNPC handle
-- @param hItem handle
function CDOTA_BaseNPC.MoveToNPCToGiveItem( self , hNPC, hItem ) end

---[[ CDOTA_BaseNPC.MoveToPosition  Issue a Move-To command. ]]
-- @function [parent=#CDOTA_BaseNPC] MoveToPosition
-- @param self
-- @return #nil
-- @param vDest Vector
function CDOTA_BaseNPC.MoveToPosition( self , vDest ) end

---[[ CDOTA_BaseNPC.MoveToPositionAggressive  Issue an Attack-Move-To command. ]]
-- @function [parent=#CDOTA_BaseNPC] MoveToPositionAggressive
-- @param self
-- @return #nil
-- @param vDest Vector
function CDOTA_BaseNPC.MoveToPositionAggressive( self , vDest ) end

---[[ CDOTA_BaseNPC.MoveToTargetToAttack  Move to a target to attack. ]]
-- @function [parent=#CDOTA_BaseNPC] MoveToTargetToAttack
-- @param self
-- @return #nil
-- @param hTarget handle
function CDOTA_BaseNPC.MoveToTargetToAttack( self , hTarget ) end

---[[ CDOTA_BaseNPC.NoHealthBar   ]]
-- @function [parent=#CDOTA_BaseNPC] NoHealthBar
-- @param self
-- @return bool
function CDOTA_BaseNPC.NoHealthBar( self ) end

---[[ CDOTA_BaseNPC.NoTeamMoveTo   ]]
-- @function [parent=#CDOTA_BaseNPC] NoTeamMoveTo
-- @param self
-- @return bool
function CDOTA_BaseNPC.NoTeamMoveTo( self ) end

---[[ CDOTA_BaseNPC.NoTeamSelect   ]]
-- @function [parent=#CDOTA_BaseNPC] NoTeamSelect
-- @param self
-- @return bool
function CDOTA_BaseNPC.NoTeamSelect( self ) end

---[[ CDOTA_BaseNPC.NoUnitCollision   ]]
-- @function [parent=#CDOTA_BaseNPC] NoUnitCollision
-- @param self
-- @return bool
function CDOTA_BaseNPC.NoUnitCollision( self ) end

---[[ CDOTA_BaseNPC.NotOnMinimap   ]]
-- @function [parent=#CDOTA_BaseNPC] NotOnMinimap
-- @param self
-- @return bool
function CDOTA_BaseNPC.NotOnMinimap( self ) end

---[[ CDOTA_BaseNPC.NotOnMinimapForEnemies   ]]
-- @function [parent=#CDOTA_BaseNPC] NotOnMinimapForEnemies
-- @param self
-- @return bool
function CDOTA_BaseNPC.NotOnMinimapForEnemies( self ) end

---[[ CDOTA_BaseNPC.NotifyWearablesOfModelChange   ]]
-- @function [parent=#CDOTA_BaseNPC] NotifyWearablesOfModelChange
-- @param self
-- @return #nil
-- @param bOriginalModel bool
function CDOTA_BaseNPC.NotifyWearablesOfModelChange( self , bOriginalModel ) end

---[[ CDOTA_BaseNPC.PassivesDisabled   ]]
-- @function [parent=#CDOTA_BaseNPC] PassivesDisabled
-- @param self
-- @return bool
function CDOTA_BaseNPC.PassivesDisabled( self ) end

---[[ CDOTA_BaseNPC.PerformAttack  Performs an attack on a target. ]]
-- @function [parent=#CDOTA_BaseNPC] PerformAttack
-- @param self
-- @return #nil
-- @param hTarget handle
-- @param bUseCastAttackOrb bool
-- @param bProcessProcs bool
-- @param bSkipCooldown bool
-- @param bIgnoreInvis bool
function CDOTA_BaseNPC.PerformAttack( self , hTarget, bUseCastAttackOrb, bProcessProcs, bSkipCooldown, bIgnoreInvis ) end

---[[ CDOTA_BaseNPC.PickupDroppedItem  Pick up a dropped item. ]]
-- @function [parent=#CDOTA_BaseNPC] PickupDroppedItem
-- @param self
-- @return #nil
-- @param hItem handle
function CDOTA_BaseNPC.PickupDroppedItem( self , hItem ) end

---[[ CDOTA_BaseNPC.PickupRune  Pick up a rune. ]]
-- @function [parent=#CDOTA_BaseNPC] PickupRune
-- @param self
-- @return #nil
-- @param hItem handle
function CDOTA_BaseNPC.PickupRune( self , hItem ) end

---[[ CDOTA_BaseNPC.ProvidesVision   ]]
-- @function [parent=#CDOTA_BaseNPC] ProvidesVision
-- @param self
-- @return bool
function CDOTA_BaseNPC.ProvidesVision( self ) end

---[[ CDOTA_BaseNPC.Purge  (bool RemovePositiveBuffs, bool RemoveDebuffs, bool BuffsCreatedThisFrameOnly, bool RemoveStuns, bool RemoveExceptions ]]
-- @function [parent=#CDOTA_BaseNPC] Purge
-- @param self
-- @return #nil
-- @param bRemovePositiveBuffs bool
-- @param bRemoveDebuffs bool
-- @param bFrameOnly bool
-- @param bRemoveStuns bool
-- @param bRemoveExceptions bool
function CDOTA_BaseNPC.Purge( self , bRemovePositiveBuffs, bRemoveDebuffs, bFrameOnly, bRemoveStuns, bRemoveExceptions ) end

---[[ CDOTA_BaseNPC.ReduceMana  Remove mana from this unit, this can be used for involuntary mana loss, not for mana that is spent. ]]
-- @function [parent=#CDOTA_BaseNPC] ReduceMana
-- @param self
-- @return #nil
-- @param flAmount float
function CDOTA_BaseNPC.ReduceMana( self , flAmount ) end

---[[ CDOTA_BaseNPC.RemoveAbility  Remove an ability from this unit by name. ]]
-- @function [parent=#CDOTA_BaseNPC] RemoveAbility
-- @param self
-- @return #nil
-- @param pszAbilityName string
function CDOTA_BaseNPC.RemoveAbility( self , pszAbilityName ) end

---[[ CDOTA_BaseNPC.RemoveGesture  Remove the given gesture activity. ]]
-- @function [parent=#CDOTA_BaseNPC] RemoveGesture
-- @param self
-- @return #nil
-- @param nActivity int
function CDOTA_BaseNPC.RemoveGesture( nActivity ) end

---[[ CDOTA_BaseNPC.RemoveHorizontalMotionController   ]]
-- @function [parent=#CDOTA_BaseNPC] RemoveHorizontalMotionController
-- @param self
-- @return #nil
-- @param hBuff handle
function CDOTA_BaseNPC.RemoveHorizontalMotionController( self , hBuff ) end

---[[ CDOTA_BaseNPC.RemoveItem  Removes the passed item from this unit's inventory. ]]
-- @function [parent=#CDOTA_BaseNPC] RemoveItem
-- @param self
-- @return #nil
-- @param hItem handle
function CDOTA_BaseNPC.RemoveItem( self , hItem ) end

---[[ CDOTA_BaseNPC.RemoveModifierByName  Removes a modifier. ]]
-- @function [parent=#CDOTA_BaseNPC] RemoveModifierByName
-- @param self
-- @return #nil
-- @param pszScriptName string
function CDOTA_BaseNPC.RemoveModifierByName( self , pszScriptName ) end

---[[ CDOTA_BaseNPC.RemoveModifierByNameAndCaster  Removes a modifier that was cast by the given caster. ]]
-- @function [parent=#CDOTA_BaseNPC] RemoveModifierByNameAndCaster
-- @param self
-- @return #nil
-- @param pszScriptName string
-- @param hCaster handle
function CDOTA_BaseNPC.RemoveModifierByNameAndCaster( self , pszScriptName, hCaster ) end

---[[ CDOTA_BaseNPC.RemoveNoDraw  Remove the no draw flag. ]]
-- @function [parent=#CDOTA_BaseNPC] RemoveNoDraw
-- @param self
-- @return #nil
function CDOTA_BaseNPC.RemoveNoDraw( self ) end

---[[ CDOTA_BaseNPC.RemoveVerticalMotionController   ]]
-- @function [parent=#CDOTA_BaseNPC] RemoveVerticalMotionController
-- @param self
-- @return #nil
-- @param hBuff handle
function CDOTA_BaseNPC.RemoveVerticalMotionController( self , hBuff ) end

---[[ CDOTA_BaseNPC.RespawnUnit  Respawns the target unit if it can be respawned. ]]
-- @function [parent=#CDOTA_BaseNPC] RespawnUnit
-- @param self
-- @return #nil
function CDOTA_BaseNPC.RespawnUnit( self ) end

---[[ CDOTA_BaseNPC.SellItem  Sells the passed item in this unit's inventory. ]]
-- @function [parent=#CDOTA_BaseNPC] SellItem
-- @param self
-- @return #nil
-- @param hItem handle
function CDOTA_BaseNPC.SellItem( self , hItem ) end

---[[ CDOTA_BaseNPC.SetAcquisitionRange   ]]
-- @function [parent=#CDOTA_BaseNPC] SetAcquisitionRange
-- @param self
-- @return #nil
-- @param nRange int
function CDOTA_BaseNPC.SetAcquisitionRange( nRange ) end

---[[ CDOTA_BaseNPC.SetAdditionalBattleMusicWeight  Combat involving this creature will have this weight added to the music calcuations. ]]
-- @function [parent=#CDOTA_BaseNPC] SetAdditionalBattleMusicWeight
-- @param self
-- @return #nil
-- @param flWeight float
function CDOTA_BaseNPC.SetAdditionalBattleMusicWeight( self , flWeight ) end

---[[ CDOTA_BaseNPC.SetAggroTarget  Set this unit's aggro target to a specified unit. ]]
-- @function [parent=#CDOTA_BaseNPC] SetAggroTarget
-- @param self
-- @return #nil
-- @param hAggroTarget handle
function CDOTA_BaseNPC.SetAggroTarget( self , hAggroTarget ) end

---[[ CDOTA_BaseNPC.SetAttackCapability   ]]
-- @function [parent=#CDOTA_BaseNPC] SetAttackCapability
-- @param self
-- @return #nil
-- @param iAttackCapabilities int
function CDOTA_BaseNPC.SetAttackCapability( self , iAttackCapabilities ) end

---[[ CDOTA_BaseNPC.SetAttacking   ]]
-- @function [parent=#CDOTA_BaseNPC] SetAttacking
-- @param self
-- @return #nil
-- @param hAttackTarget handle
function CDOTA_BaseNPC.SetAttacking( self , hAttackTarget ) end

---[[ CDOTA_BaseNPC.SetBaseAttackTime   ]]
-- @function [parent=#CDOTA_BaseNPC] SetBaseAttackTime
-- @param self
-- @return #nil
-- @param flBaseAttackTime float
function CDOTA_BaseNPC.SetBaseAttackTime( self , flBaseAttackTime ) end

---[[ CDOTA_BaseNPC.SetBaseDamageMax  Sets the maximum base damage. ]]
-- @function [parent=#CDOTA_BaseNPC] SetBaseDamageMax
-- @param self
-- @return #nil
-- @param nMax int
function CDOTA_BaseNPC.SetBaseDamageMax( nMax ) end

---[[ CDOTA_BaseNPC.SetBaseDamageMin  Sets the minimum base damage. ]]
-- @function [parent=#CDOTA_BaseNPC] SetBaseDamageMin
-- @param self
-- @return #nil
-- @param nMin int
function CDOTA_BaseNPC.SetBaseDamageMin( nMin ) end

---[[ CDOTA_BaseNPC.SetBaseHealthRegen   ]]
-- @function [parent=#CDOTA_BaseNPC] SetBaseHealthRegen
-- @param self
-- @return #nil
-- @param flHealthRegen float
function CDOTA_BaseNPC.SetBaseHealthRegen( self , flHealthRegen ) end

---[[ CDOTA_BaseNPC.SetBaseMagicalResistanceValue  Sets base magical armor value. ]]
-- @function [parent=#CDOTA_BaseNPC] SetBaseMagicalResistanceValue
-- @param self
-- @return #nil
-- @param flMagicalResistanceValue float
function CDOTA_BaseNPC.SetBaseMagicalResistanceValue( self , flMagicalResistanceValue ) end

---[[ CDOTA_BaseNPC.SetBaseManaRegen   ]]
-- @function [parent=#CDOTA_BaseNPC] SetBaseManaRegen
-- @param self
-- @return #nil
-- @param flManaRegen float
function CDOTA_BaseNPC.SetBaseManaRegen( self , flManaRegen ) end

---[[ CDOTA_BaseNPC.SetBaseMaxHealth  Set a new base max health value. ]]
-- @function [parent=#CDOTA_BaseNPC] SetBaseMaxHealth
-- @param self
-- @return #nil
-- @param flBaseMaxHealth float
function CDOTA_BaseNPC.SetBaseMaxHealth( self , flBaseMaxHealth ) end

---[[ CDOTA_BaseNPC.SetBaseMoveSpeed   ]]
-- @function [parent=#CDOTA_BaseNPC] SetBaseMoveSpeed
-- @param self
-- @return #nil
-- @param iMoveSpeed int
function CDOTA_BaseNPC.SetBaseMoveSpeed( self , iMoveSpeed ) end

---[[ CDOTA_BaseNPC.SetCanSellItems  Set whether or not this unit is allowed to sell items (bCanSellItems) ]]
-- @function [parent=#CDOTA_BaseNPC] SetCanSellItems
-- @param self
-- @return #nil
-- @param bCanSell bool
function CDOTA_BaseNPC.SetCanSellItems( self , bCanSell ) end

---[[ CDOTA_BaseNPC.SetControllableByPlayer  Set this unit controllable by the player with the passed ID. ]]
-- @function [parent=#CDOTA_BaseNPC] SetControllableByPlayer
-- @param self
-- @return #nil
-- @param iIndex int
-- @param bSkipAdjustingPosition bool
function CDOTA_BaseNPC.SetControllableByPlayer( self , iIndex, bSkipAdjustingPosition ) end

---[[ CDOTA_BaseNPC.SetCursorCastTarget   ]]
-- @function [parent=#CDOTA_BaseNPC] SetCursorCastTarget
-- @param self
-- @return #nil
-- @param hEntity handle
function CDOTA_BaseNPC.SetCursorCastTarget( self , hEntity ) end

---[[ CDOTA_BaseNPC.SetCursorPosition   ]]
-- @function [parent=#CDOTA_BaseNPC] SetCursorPosition
-- @param self
-- @return #nil
-- @param vLocation Vector
function CDOTA_BaseNPC.SetCursorPosition( self , vLocation ) end

---[[ CDOTA_BaseNPC.SetCursorTargetingNothing   ]]
-- @function [parent=#CDOTA_BaseNPC] SetCursorTargetingNothing
-- @param self
-- @return #nil
-- @param bTargetingNothing bool
function CDOTA_BaseNPC.SetCursorTargetingNothing( self , bTargetingNothing ) end

---[[ CDOTA_BaseNPC.SetCustomHealthLabel   ]]
-- @function [parent=#CDOTA_BaseNPC] SetCustomHealthLabel
-- @param self
-- @return #nil
-- @param pLabel string
-- @param r int
-- @param g int
-- @param b int
function CDOTA_BaseNPC.SetCustomHealthLabel( self , pLabel, r, g, b ) end

---[[ CDOTA_BaseNPC.SetDayTimeVisionRange  Set the base vision range. ]]
-- @function [parent=#CDOTA_BaseNPC] SetDayTimeVisionRange
-- @param self
-- @return #nil
-- @param iRange int
function CDOTA_BaseNPC.SetDayTimeVisionRange( self , iRange ) end

---[[ CDOTA_BaseNPC.SetDeathXP  Set the XP bounty on this unit. ]]
-- @function [parent=#CDOTA_BaseNPC] SetDeathXP
-- @param self
-- @return #nil
-- @param iXPBounty int
function CDOTA_BaseNPC.SetDeathXP( self , iXPBounty ) end

---[[ CDOTA_BaseNPC.SetForceAttackTarget   ]]
-- @function [parent=#CDOTA_BaseNPC] SetForceAttackTarget
-- @param self
-- @return #nil
-- @param hNPC handle
function CDOTA_BaseNPC.SetForceAttackTarget( self , hNPC ) end

---[[ CDOTA_BaseNPC.SetHasInventory  Set if this unit has an inventory. ]]
-- @function [parent=#CDOTA_BaseNPC] SetHasInventory
-- @param self
-- @return #nil
-- @param bHasInventory bool
function CDOTA_BaseNPC.SetHasInventory( self , bHasInventory ) end

---[[ CDOTA_BaseNPC.SetHullRadius  Set the collision hull radius of this NPC. ]]
-- @function [parent=#CDOTA_BaseNPC] SetHullRadius
-- @param self
-- @return #nil
-- @param flHullRadius float
function CDOTA_BaseNPC.SetHullRadius( self , flHullRadius ) end

---[[ CDOTA_BaseNPC.SetIdleAcquire   ]]
-- @function [parent=#CDOTA_BaseNPC] SetIdleAcquire
-- @param self
-- @return #nil
-- @param bIdleAcquire bool
function CDOTA_BaseNPC.SetIdleAcquire( self , bIdleAcquire ) end

---[[ CDOTA_BaseNPC.SetInitialGoalEntity  Sets the initial waypoint goal for this NPC. ]]
-- @function [parent=#CDOTA_BaseNPC] SetInitialGoalEntity
-- @param self
-- @return #nil
-- @param hGoal handle
function CDOTA_BaseNPC.SetInitialGoalEntity( self , hGoal ) end

---[[ CDOTA_BaseNPC.SetMana  Set the mana on this unit. ]]
-- @function [parent=#CDOTA_BaseNPC] SetMana
-- @param self
-- @return #nil
-- @param flMana float
function CDOTA_BaseNPC.SetMana( self , flMana ) end

---[[ CDOTA_BaseNPC.SetMaximumGoldBounty  Set the maximum gold bounty for this unit. ]]
-- @function [parent=#CDOTA_BaseNPC] SetMaximumGoldBounty
-- @param self
-- @return #nil
-- @param iGoldBountyMax int
function CDOTA_BaseNPC.SetMaximumGoldBounty( self , iGoldBountyMax ) end

---[[ CDOTA_BaseNPC.SetMinimumGoldBounty  Set the minimum gold bounty for this unit. ]]
-- @function [parent=#CDOTA_BaseNPC] SetMinimumGoldBounty
-- @param self
-- @return #nil
-- @param iGoldBountyMin int
function CDOTA_BaseNPC.SetMinimumGoldBounty( self , iGoldBountyMin ) end

---[[ CDOTA_BaseNPC.SetModifierStackCount  Sets the stack count of a given modifier. ]]
-- @function [parent=#CDOTA_BaseNPC] SetModifierStackCount
-- @param self
-- @return #nil
-- @param pszScriptName string
-- @param hCaster handle
-- @param nStackCount int
function CDOTA_BaseNPC.SetModifierStackCount( self , pszScriptName, hCaster, nStackCount ) end

---[[ CDOTA_BaseNPC.SetMoveCapability   ]]
-- @function [parent=#CDOTA_BaseNPC] SetMoveCapability
-- @param self
-- @return #nil
-- @param iMoveCapabilities int
function CDOTA_BaseNPC.SetMoveCapability( self , iMoveCapabilities ) end

---[[ CDOTA_BaseNPC.SetMustReachEachGoalEntity  Set whether this NPC is required to reach each goal entity, rather than being allowed to unkink their path. ]]
-- @function [parent=#CDOTA_BaseNPC] SetMustReachEachGoalEntity
-- @param self
-- @return #nil
-- @param must bool
function CDOTA_BaseNPC.SetMustReachEachGoalEntity( must ) end

---[[ CDOTA_BaseNPC.SetNeverMoveToClearSpace  If set to true, we will never attempt to move this unit to clear space, even when it unphases. ]]
-- @function [parent=#CDOTA_BaseNPC] SetNeverMoveToClearSpace
-- @param self
-- @return #nil
-- @param neverMoveToClearSpace bool
function CDOTA_BaseNPC.SetNeverMoveToClearSpace( neverMoveToClearSpace ) end

---[[ CDOTA_BaseNPC.SetNightTimeVisionRange  Returns the vision range after modifiers. ]]
-- @function [parent=#CDOTA_BaseNPC] SetNightTimeVisionRange
-- @param self
-- @return #nil
-- @param iRange int
function CDOTA_BaseNPC.SetNightTimeVisionRange( self , iRange ) end

---[[ CDOTA_BaseNPC.SetOrigin  Set the unit's origin. ]]
-- @function [parent=#CDOTA_BaseNPC] SetOrigin
-- @param self
-- @return #nil
-- @param vLocation Vector
function CDOTA_BaseNPC.SetOrigin( self , vLocation ) end

---[[ CDOTA_BaseNPC.SetOriginalModel  Sets the original model of this entity, which it will tend to fall back to anytime its state changes. ]]
-- @function [parent=#CDOTA_BaseNPC] SetOriginalModel
-- @param self
-- @return #nil
-- @param pszModelName string
function CDOTA_BaseNPC.SetOriginalModel( self , pszModelName ) end

---[[ CDOTA_BaseNPC.SetPhysicalArmorBaseValue  Sets base physical armor value. ]]
-- @function [parent=#CDOTA_BaseNPC] SetPhysicalArmorBaseValue
-- @param self
-- @return #nil
-- @param flPhysicalArmorValue float
function CDOTA_BaseNPC.SetPhysicalArmorBaseValue( self , flPhysicalArmorValue ) end

---[[ CDOTA_BaseNPC.SetRangedProjectileName   ]]
-- @function [parent=#CDOTA_BaseNPC] SetRangedProjectileName
-- @param self
-- @return #nil
-- @param pProjectileName string
function CDOTA_BaseNPC.SetRangedProjectileName( self , pProjectileName ) end

---[[ CDOTA_BaseNPC.SetStolenScepter   ]]
-- @function [parent=#CDOTA_BaseNPC] SetStolenScepter
-- @param self
-- @return #nil
-- @param bStolenScepter bool
function CDOTA_BaseNPC.SetStolenScepter( self , bStolenScepter ) end

---[[ CDOTA_BaseNPC.SetUnitName   ]]
-- @function [parent=#CDOTA_BaseNPC] SetUnitName
-- @param self
-- @return #nil
-- @param pName string
function CDOTA_BaseNPC.SetUnitName( self , pName ) end

---[[ CDOTA_BaseNPC.ShouldIdleAcquire   ]]
-- @function [parent=#CDOTA_BaseNPC] ShouldIdleAcquire
-- @param self
-- @return bool
function CDOTA_BaseNPC.ShouldIdleAcquire( self ) end

---[[ CDOTA_BaseNPC.SpendMana  Spend mana from this unit, this can be used for spending mana from abilities or item usage. ]]
-- @function [parent=#CDOTA_BaseNPC] SpendMana
-- @param self
-- @return #nil
-- @param flManaSpent float
-- @param hAbility handle
function CDOTA_BaseNPC.SpendMana( self , flManaSpent, hAbility ) end

---[[ CDOTA_BaseNPC.StartGesture  Add the given gesture activity. ]]
-- @function [parent=#CDOTA_BaseNPC] StartGesture
-- @param self
-- @return #nil
-- @param nActivity int
function CDOTA_BaseNPC.StartGesture( nActivity ) end

---[[ CDOTA_BaseNPC.Stop  Stop the current order. ]]
-- @function [parent=#CDOTA_BaseNPC] Stop
-- @param self
-- @return #nil
function CDOTA_BaseNPC.Stop( self ) end

---[[ CDOTA_BaseNPC.SwapAbilities  Swaps the slots of the two passed abilities and sets them enabled/disabled. ]]
-- @function [parent=#CDOTA_BaseNPC] SwapAbilities
-- @param self
-- @return #nil
-- @param pAbilityName1 string
-- @param pAbilityName2 string
-- @param bEnable1 bool
-- @param bEnable2 bool
function CDOTA_BaseNPC.SwapAbilities( self , pAbilityName1, pAbilityName2, bEnable1, bEnable2 ) end

---[[ CDOTA_BaseNPC.SwapItems  Swap the contents of two item slots (slot1, slot2) ]]
-- @function [parent=#CDOTA_BaseNPC] SwapItems
-- @param self
-- @return #nil
-- @param nSlot1 int
-- @param nSlot2 int
function CDOTA_BaseNPC.SwapItems( nSlot1, nSlot2 ) end

---[[ CDOTA_BaseNPC.TimeUntilNextAttack   ]]
-- @function [parent=#CDOTA_BaseNPC] TimeUntilNextAttack
-- @param self
-- @return float
function CDOTA_BaseNPC.TimeUntilNextAttack( self ) end

---[[ CDOTA_BaseNPC.TriggerModifierDodge   ]]
-- @function [parent=#CDOTA_BaseNPC] TriggerModifierDodge
-- @param self
-- @return bool
function CDOTA_BaseNPC.TriggerModifierDodge( self ) end

---[[ CDOTA_BaseNPC.TriggerSpellAbsorb   ]]
-- @function [parent=#CDOTA_BaseNPC] TriggerSpellAbsorb
-- @param self
-- @return bool
-- @param hAbility handle
function CDOTA_BaseNPC.TriggerSpellAbsorb( self , hAbility ) end

---[[ CDOTA_BaseNPC.TriggerSpellReflect  Trigger the Lotus Orb-like effect.(hAbility) ]]
-- @function [parent=#CDOTA_BaseNPC] TriggerSpellReflect
-- @param self
-- @return #nil
-- @param hAbility handle
function CDOTA_BaseNPC.TriggerSpellReflect( self , hAbility ) end

---[[ CDOTA_BaseNPC.UnitCanRespawn   ]]
-- @function [parent=#CDOTA_BaseNPC] UnitCanRespawn
-- @param self
-- @return bool
function CDOTA_BaseNPC.UnitCanRespawn( self ) end

---[[ CDOTA_BaseNPC_Building.GetInvulnCount  Get the invulnerability count for a building. ]]
-- @function [parent=#CDOTA_BaseNPC_Building] GetInvulnCount
-- @param self
-- @return int
function CDOTA_BaseNPC_Building.GetInvulnCount( self ) end

---[[ CDOTA_BaseNPC_Building.SetInvulnCount  Set the invulnerability counter of this building. ]]
-- @function [parent=#CDOTA_BaseNPC_Building] SetInvulnCount
-- @param self
-- @return #nil
-- @param nInvulnCount int
function CDOTA_BaseNPC_Building.SetInvulnCount( nInvulnCount ) end

---[[ CDOTA_BaseNPC_Creature.AddItemDrop  Add the specified item drop to this creature ]]
-- @function [parent=#CDOTA_BaseNPC_Creature] AddItemDrop
-- @param self
-- @return #nil
-- @param hDropData handle
function CDOTA_BaseNPC_Creature.AddItemDrop( self , hDropData ) end

---[[ CDOTA_BaseNPC_Creature.CreatureLevelUp  Level the creature up by the specified number of levels ]]
-- @function [parent=#CDOTA_BaseNPC_Creature] CreatureLevelUp
-- @param self
-- @return #nil
-- @param iLevels int
function CDOTA_BaseNPC_Creature.CreatureLevelUp( self , iLevels ) end

---[[ CDOTA_BaseNPC_Creature.IsChampion  Is this unit a champion? ]]
-- @function [parent=#CDOTA_BaseNPC_Creature] IsChampion
-- @param self
-- @return bool
function CDOTA_BaseNPC_Creature.IsChampion( self ) end

---[[ CDOTA_BaseNPC_Creature.SetArmorGain  Set the armor gained per level on this creature. ]]
-- @function [parent=#CDOTA_BaseNPC_Creature] SetArmorGain
-- @param self
-- @return #nil
-- @param flArmorGain float
function CDOTA_BaseNPC_Creature.SetArmorGain( self , flArmorGain ) end

---[[ CDOTA_BaseNPC_Creature.SetAttackTimeGain  Set the attack time gained per level on this creature. ]]
-- @function [parent=#CDOTA_BaseNPC_Creature] SetAttackTimeGain
-- @param self
-- @return #nil
-- @param flAttackTimeGain float
function CDOTA_BaseNPC_Creature.SetAttackTimeGain( self , flAttackTimeGain ) end

---[[ CDOTA_BaseNPC_Creature.SetBountyGain  Set the bounty gold gained per level on this creature. ]]
-- @function [parent=#CDOTA_BaseNPC_Creature] SetBountyGain
-- @param self
-- @return #nil
-- @param nBountyGain int
function CDOTA_BaseNPC_Creature.SetBountyGain( nBountyGain ) end

---[[ CDOTA_BaseNPC_Creature.SetChampion  Flag this unit as a champion creature. ]]
-- @function [parent=#CDOTA_BaseNPC_Creature] SetChampion
-- @param self
-- @return #nil
-- @param bIsChampion bool
function CDOTA_BaseNPC_Creature.SetChampion( self , bIsChampion ) end

---[[ CDOTA_BaseNPC_Creature.SetDamageGain  Set the damage gained per level on this creature. ]]
-- @function [parent=#CDOTA_BaseNPC_Creature] SetDamageGain
-- @param self
-- @return #nil
-- @param nDamageGain int
function CDOTA_BaseNPC_Creature.SetDamageGain( nDamageGain ) end

---[[ CDOTA_BaseNPC_Creature.SetDisableResistanceGain  Set the disable resistance gained per level on this creature. ]]
-- @function [parent=#CDOTA_BaseNPC_Creature] SetDisableResistanceGain
-- @param self
-- @return #nil
-- @param flDisableResistanceGain float
function CDOTA_BaseNPC_Creature.SetDisableResistanceGain( self , flDisableResistanceGain ) end

---[[ CDOTA_BaseNPC_Creature.SetHPGain  Set the hit points gained per level on this creature. ]]
-- @function [parent=#CDOTA_BaseNPC_Creature] SetHPGain
-- @param self
-- @return #nil
-- @param nHPGain int
function CDOTA_BaseNPC_Creature.SetHPGain( nHPGain ) end

---[[ CDOTA_BaseNPC_Creature.SetHPRegenGain  Set the hit points regen gained per level on this creature. ]]
-- @function [parent=#CDOTA_BaseNPC_Creature] SetHPRegenGain
-- @param self
-- @return #nil
-- @param flHPRegenGain float
function CDOTA_BaseNPC_Creature.SetHPRegenGain( self , flHPRegenGain ) end

---[[ CDOTA_BaseNPC_Creature.SetMagicResistanceGain  Set the magic resistance gained per level on this creature. ]]
-- @function [parent=#CDOTA_BaseNPC_Creature] SetMagicResistanceGain
-- @param self
-- @return #nil
-- @param flMagicResistanceGain float
function CDOTA_BaseNPC_Creature.SetMagicResistanceGain( self , flMagicResistanceGain ) end

---[[ CDOTA_BaseNPC_Creature.SetManaGain  Set the mana points gained per level on this creature. ]]
-- @function [parent=#CDOTA_BaseNPC_Creature] SetManaGain
-- @param self
-- @return #nil
-- @param nManaGain int
function CDOTA_BaseNPC_Creature.SetManaGain( nManaGain ) end

---[[ CDOTA_BaseNPC_Creature.SetManaRegenGain  Set the mana points regen gained per level on this creature. ]]
-- @function [parent=#CDOTA_BaseNPC_Creature] SetManaRegenGain
-- @param self
-- @return #nil
-- @param flManaRegenGain float
function CDOTA_BaseNPC_Creature.SetManaRegenGain( self , flManaRegenGain ) end

---[[ CDOTA_BaseNPC_Creature.SetMoveSpeedGain  Set the move speed gained per level on this creature. ]]
-- @function [parent=#CDOTA_BaseNPC_Creature] SetMoveSpeedGain
-- @param self
-- @return #nil
-- @param nMoveSpeedGain int
function CDOTA_BaseNPC_Creature.SetMoveSpeedGain( nMoveSpeedGain ) end

---[[ CDOTA_BaseNPC_Creature.SetXPGain  Set the xp reward gained per level on this creature. ]]
-- @function [parent=#CDOTA_BaseNPC_Creature] SetXPGain
-- @param self
-- @return #nil
-- @param nXPGain int
function CDOTA_BaseNPC_Creature.SetXPGain( nXPGain ) end

---[[ CDOTA_BaseNPC_Hero.AddExperience  Params. Float XP, Bool applyBotDifficultyScaling ]]
-- @function [parent=#CDOTA_BaseNPC_Hero] AddExperience
-- @param self
-- @return bool
-- @param flXP float
-- @param nReason int
-- @param bApplyBotDifficultyScaling bool
-- @param bIncrementTotal bool
function CDOTA_BaseNPC_Hero.AddExperience( self , flXP, nReason, bApplyBotDifficultyScaling, bIncrementTotal ) end

---[[ CDOTA_BaseNPC_Hero.Buyback  Spend the gold and buyback with this hero. ]]
-- @function [parent=#CDOTA_BaseNPC_Hero] Buyback
-- @param self
-- @return #nil
function CDOTA_BaseNPC_Hero.Buyback( self ) end

---[[ CDOTA_BaseNPC_Hero.CalculateStatBonus  Recalculate all stats after the hero gains stats. ]]
-- @function [parent=#CDOTA_BaseNPC_Hero] CalculateStatBonus
-- @param self
-- @return #nil
function CDOTA_BaseNPC_Hero.CalculateStatBonus( self ) end

---[[ CDOTA_BaseNPC_Hero.CanEarnGold  Returns boolean value result of buyback gold limit time less than game time. ]]
-- @function [parent=#CDOTA_BaseNPC_Hero] CanEarnGold
-- @param self
-- @return bool
function CDOTA_BaseNPC_Hero.CanEarnGold( self ) end

---[[ CDOTA_BaseNPC_Hero.ClearLastHitMultikill  Value is stored in PlayerResource. ]]
-- @function [parent=#CDOTA_BaseNPC_Hero] ClearLastHitMultikill
-- @param self
-- @return #nil
function CDOTA_BaseNPC_Hero.ClearLastHitMultikill( self ) end

---[[ CDOTA_BaseNPC_Hero.ClearLastHitStreak  Value is stored in PlayerResource. ]]
-- @function [parent=#CDOTA_BaseNPC_Hero] ClearLastHitStreak
-- @param self
-- @return #nil
function CDOTA_BaseNPC_Hero.ClearLastHitStreak( self ) end

---[[ CDOTA_BaseNPC_Hero.ClearStreak  Value is stored in PlayerResource. ]]
-- @function [parent=#CDOTA_BaseNPC_Hero] ClearStreak
-- @param self
-- @return #nil
function CDOTA_BaseNPC_Hero.ClearStreak( self ) end

---[[ CDOTA_BaseNPC_Hero.GetAbilityPoints  Gets the current unspent ability points. ]]
-- @function [parent=#CDOTA_BaseNPC_Hero] GetAbilityPoints
-- @param self
-- @return int
function CDOTA_BaseNPC_Hero.GetAbilityPoints( self ) end

---[[ CDOTA_BaseNPC_Hero.GetAdditionalOwnedUnits   ]]
-- @function [parent=#CDOTA_BaseNPC_Hero] GetAdditionalOwnedUnits
-- @param self
-- @return table
function CDOTA_BaseNPC_Hero.GetAdditionalOwnedUnits( self ) end

---[[ CDOTA_BaseNPC_Hero.GetAgility   ]]
-- @function [parent=#CDOTA_BaseNPC_Hero] GetAgility
-- @param self
-- @return float
function CDOTA_BaseNPC_Hero.GetAgility( self ) end

---[[ CDOTA_BaseNPC_Hero.GetAgilityGain   ]]
-- @function [parent=#CDOTA_BaseNPC_Hero] GetAgilityGain
-- @param self
-- @return float
function CDOTA_BaseNPC_Hero.GetAgilityGain( self ) end

---[[ CDOTA_BaseNPC_Hero.GetAssists  Value is stored in PlayerResource. ]]
-- @function [parent=#CDOTA_BaseNPC_Hero] GetAssists
-- @param self
-- @return int
function CDOTA_BaseNPC_Hero.GetAssists( self ) end

---[[ CDOTA_BaseNPC_Hero.GetAttacker   ]]
-- @function [parent=#CDOTA_BaseNPC_Hero] GetAttacker
-- @param self
-- @return int
-- @param nIndex int
function CDOTA_BaseNPC_Hero.GetAttacker( nIndex ) end

---[[ CDOTA_BaseNPC_Hero.GetBaseAgility   ]]
-- @function [parent=#CDOTA_BaseNPC_Hero] GetBaseAgility
-- @param self
-- @return float
function CDOTA_BaseNPC_Hero.GetBaseAgility( self ) end

---[[ CDOTA_BaseNPC_Hero.GetBaseDamageMax  Hero damage is also affected by attributes. ]]
-- @function [parent=#CDOTA_BaseNPC_Hero] GetBaseDamageMax
-- @param self
-- @return int
function CDOTA_BaseNPC_Hero.GetBaseDamageMax( self ) end

---[[ CDOTA_BaseNPC_Hero.GetBaseDamageMin  Hero damage is also affected by attributes. ]]
-- @function [parent=#CDOTA_BaseNPC_Hero] GetBaseDamageMin
-- @param self
-- @return int
function CDOTA_BaseNPC_Hero.GetBaseDamageMin( self ) end

---[[ CDOTA_BaseNPC_Hero.GetBaseIntellect   ]]
-- @function [parent=#CDOTA_BaseNPC_Hero] GetBaseIntellect
-- @param self
-- @return float
function CDOTA_BaseNPC_Hero.GetBaseIntellect( self ) end

---[[ CDOTA_BaseNPC_Hero.GetBaseStrength   ]]
-- @function [parent=#CDOTA_BaseNPC_Hero] GetBaseStrength
-- @param self
-- @return float
function CDOTA_BaseNPC_Hero.GetBaseStrength( self ) end

---[[ CDOTA_BaseNPC_Hero.GetBonusDamageFromPrimaryStat   ]]
-- @function [parent=#CDOTA_BaseNPC_Hero] GetBonusDamageFromPrimaryStat
-- @param self
-- @return int
function CDOTA_BaseNPC_Hero.GetBonusDamageFromPrimaryStat( self ) end

---[[ CDOTA_BaseNPC_Hero.GetBuybackCooldownTime  Return float value for the amount of time left on cooldown for this hero's buyback. ]]
-- @function [parent=#CDOTA_BaseNPC_Hero] GetBuybackCooldownTime
-- @param self
-- @return float
function CDOTA_BaseNPC_Hero.GetBuybackCooldownTime( self ) end

---[[ CDOTA_BaseNPC_Hero.GetBuybackCost  Return integer value for the gold cost of a buyback. ]]
-- @function [parent=#CDOTA_BaseNPC_Hero] GetBuybackCost
-- @param self
-- @return int
function CDOTA_BaseNPC_Hero.GetBuybackCost( self ) end

---[[ CDOTA_BaseNPC_Hero.GetBuybackGoldLimitTime  Returns the amount of time gold gain is limited after buying back. ]]
-- @function [parent=#CDOTA_BaseNPC_Hero] GetBuybackGoldLimitTime
-- @param self
-- @return float
function CDOTA_BaseNPC_Hero.GetBuybackGoldLimitTime( self ) end

---[[ CDOTA_BaseNPC_Hero.GetCurrentXP  Returns the amount of XP  ]]
-- @function [parent=#CDOTA_BaseNPC_Hero] GetCurrentXP
-- @param self
-- @return int
function CDOTA_BaseNPC_Hero.GetCurrentXP( self ) end

---[[ CDOTA_BaseNPC_Hero.GetDeathGoldCost   ]]
-- @function [parent=#CDOTA_BaseNPC_Hero] GetDeathGoldCost
-- @param self
-- @return int
function CDOTA_BaseNPC_Hero.GetDeathGoldCost( self ) end

---[[ CDOTA_BaseNPC_Hero.GetDeaths  Value is stored in PlayerResource. ]]
-- @function [parent=#CDOTA_BaseNPC_Hero] GetDeaths
-- @param self
-- @return int
function CDOTA_BaseNPC_Hero.GetDeaths( self ) end

---[[ CDOTA_BaseNPC_Hero.GetDenies  Value is stored in PlayerResource. ]]
-- @function [parent=#CDOTA_BaseNPC_Hero] GetDenies
-- @param self
-- @return int
function CDOTA_BaseNPC_Hero.GetDenies( self ) end

---[[ CDOTA_BaseNPC_Hero.GetGold  Returns gold amount for the player owning this hero ]]
-- @function [parent=#CDOTA_BaseNPC_Hero] GetGold
-- @param self
-- @return int
function CDOTA_BaseNPC_Hero.GetGold( self ) end

---[[ CDOTA_BaseNPC_Hero.GetGoldBounty   ]]
-- @function [parent=#CDOTA_BaseNPC_Hero] GetGoldBounty
-- @param self
-- @return int
function CDOTA_BaseNPC_Hero.GetGoldBounty( self ) end

---[[ CDOTA_BaseNPC_Hero.GetHealthRegen  Hero health regen is affected by attributes. ]]
-- @function [parent=#CDOTA_BaseNPC_Hero] GetHealthRegen
-- @param self
-- @return float
function CDOTA_BaseNPC_Hero.GetHealthRegen( self ) end

---[[ CDOTA_BaseNPC_Hero.GetIncreasedAttackSpeed  Hero attack speed is also affected by agility. ]]
-- @function [parent=#CDOTA_BaseNPC_Hero] GetIncreasedAttackSpeed
-- @param self
-- @return float
function CDOTA_BaseNPC_Hero.GetIncreasedAttackSpeed( self ) end

---[[ CDOTA_BaseNPC_Hero.GetIntellect   ]]
-- @function [parent=#CDOTA_BaseNPC_Hero] GetIntellect
-- @param self
-- @return float
function CDOTA_BaseNPC_Hero.GetIntellect( self ) end

---[[ CDOTA_BaseNPC_Hero.GetIntellectGain   ]]
-- @function [parent=#CDOTA_BaseNPC_Hero] GetIntellectGain
-- @param self
-- @return float
function CDOTA_BaseNPC_Hero.GetIntellectGain( self ) end

---[[ CDOTA_BaseNPC_Hero.GetKills  Value is stored in PlayerResource. ]]
-- @function [parent=#CDOTA_BaseNPC_Hero] GetKills
-- @param self
-- @return int
function CDOTA_BaseNPC_Hero.GetKills( self ) end

---[[ CDOTA_BaseNPC_Hero.GetLastHits  Value is stored in PlayerResource. ]]
-- @function [parent=#CDOTA_BaseNPC_Hero] GetLastHits
-- @param self
-- @return int
function CDOTA_BaseNPC_Hero.GetLastHits( self ) end

---[[ CDOTA_BaseNPC_Hero.GetManaRegen  Hero mana regen is affected by attributes. ]]
-- @function [parent=#CDOTA_BaseNPC_Hero] GetManaRegen
-- @param self
-- @return float
function CDOTA_BaseNPC_Hero.GetManaRegen( self ) end

---[[ CDOTA_BaseNPC_Hero.GetMostRecentDamageTime   ]]
-- @function [parent=#CDOTA_BaseNPC_Hero] GetMostRecentDamageTime
-- @param self
-- @return float
function CDOTA_BaseNPC_Hero.GetMostRecentDamageTime( self ) end

---[[ CDOTA_BaseNPC_Hero.GetMultipleKillCount   ]]
-- @function [parent=#CDOTA_BaseNPC_Hero] GetMultipleKillCount
-- @param self
-- @return int
function CDOTA_BaseNPC_Hero.GetMultipleKillCount( self ) end

---[[ CDOTA_BaseNPC_Hero.GetNumAttackers   ]]
-- @function [parent=#CDOTA_BaseNPC_Hero] GetNumAttackers
-- @param self
-- @return int
function CDOTA_BaseNPC_Hero.GetNumAttackers( self ) end

---[[ CDOTA_BaseNPC_Hero.GetNumItemsInInventory   ]]
-- @function [parent=#CDOTA_BaseNPC_Hero] GetNumItemsInInventory
-- @param self
-- @return int
function CDOTA_BaseNPC_Hero.GetNumItemsInInventory( self ) end

---[[ CDOTA_BaseNPC_Hero.GetNumItemsInStash   ]]
-- @function [parent=#CDOTA_BaseNPC_Hero] GetNumItemsInStash
-- @param self
-- @return int
function CDOTA_BaseNPC_Hero.GetNumItemsInStash( self ) end

---[[ CDOTA_BaseNPC_Hero.GetPhysicalArmorValue  Hero armor is affected by attributes. ]]
-- @function [parent=#CDOTA_BaseNPC_Hero] GetPhysicalArmorValue
-- @param self
-- @return float
function CDOTA_BaseNPC_Hero.GetPhysicalArmorValue( self ) end

---[[ CDOTA_BaseNPC_Hero.GetPlayerID  Returns player ID of the player owning this hero ]]
-- @function [parent=#CDOTA_BaseNPC_Hero] GetPlayerID
-- @param self
-- @return int
function CDOTA_BaseNPC_Hero.GetPlayerID( self ) end

---[[ CDOTA_BaseNPC_Hero.GetPrimaryAttribute  0 = strength, 1 = agility, 2 = intelligence. ]]
-- @function [parent=#CDOTA_BaseNPC_Hero] GetPrimaryAttribute
-- @param self
-- @return int
function CDOTA_BaseNPC_Hero.GetPrimaryAttribute( self ) end

---[[ CDOTA_BaseNPC_Hero.GetPrimaryStatValue   ]]
-- @function [parent=#CDOTA_BaseNPC_Hero] GetPrimaryStatValue
-- @param self
-- @return float
function CDOTA_BaseNPC_Hero.GetPrimaryStatValue( self ) end

---[[ CDOTA_BaseNPC_Hero.GetRespawnTime   ]]
-- @function [parent=#CDOTA_BaseNPC_Hero] GetRespawnTime
-- @param self
-- @return float
function CDOTA_BaseNPC_Hero.GetRespawnTime( self ) end

---[[ CDOTA_BaseNPC_Hero.GetRespawnsDisabled  Is this hero prevented from respawning? ]]
-- @function [parent=#CDOTA_BaseNPC_Hero] GetRespawnsDisabled
-- @param self
-- @return bool
function CDOTA_BaseNPC_Hero.GetRespawnsDisabled( self ) end

---[[ CDOTA_BaseNPC_Hero.GetStatsBasedManaRegen  Returns only the regen based on Intelligence. ]]
-- @function [parent=#CDOTA_BaseNPC_Hero] GetStatsBasedManaRegen
-- @param self
-- @return float
function CDOTA_BaseNPC_Hero.GetStatsBasedManaRegen( self ) end

---[[ CDOTA_BaseNPC_Hero.GetStreak  Value is stored in PlayerResource. ]]
-- @function [parent=#CDOTA_BaseNPC_Hero] GetStreak
-- @param self
-- @return int
function CDOTA_BaseNPC_Hero.GetStreak( self ) end

---[[ CDOTA_BaseNPC_Hero.GetStrength   ]]
-- @function [parent=#CDOTA_BaseNPC_Hero] GetStrength
-- @param self
-- @return float
function CDOTA_BaseNPC_Hero.GetStrength( self ) end

---[[ CDOTA_BaseNPC_Hero.GetStrengthGain   ]]
-- @function [parent=#CDOTA_BaseNPC_Hero] GetStrengthGain
-- @param self
-- @return float
function CDOTA_BaseNPC_Hero.GetStrengthGain( self ) end

---[[ CDOTA_BaseNPC_Hero.GetTimeUntilRespawn   ]]
-- @function [parent=#CDOTA_BaseNPC_Hero] GetTimeUntilRespawn
-- @param self
-- @return float
function CDOTA_BaseNPC_Hero.GetTimeUntilRespawn( self ) end

---[[ CDOTA_BaseNPC_Hero.GetTogglableWearable  Get wearable entity in slot (slot) ]]
-- @function [parent=#CDOTA_BaseNPC_Hero] GetTogglableWearable
-- @param self
-- @return #CBaseEntity
-- @param nSlotType int
function CDOTA_BaseNPC_Hero.GetTogglableWearable( nSlotType ) end

---[[ CDOTA_BaseNPC_Hero.HasAnyAvailableInventorySpace   ]]
-- @function [parent=#CDOTA_BaseNPC_Hero] HasAnyAvailableInventorySpace
-- @param self
-- @return bool
function CDOTA_BaseNPC_Hero.HasAnyAvailableInventorySpace( self ) end

---[[ CDOTA_BaseNPC_Hero.HasFlyingVision   ]]
-- @function [parent=#CDOTA_BaseNPC_Hero] HasFlyingVision
-- @param self
-- @return bool
function CDOTA_BaseNPC_Hero.HasFlyingVision( self ) end

---[[ CDOTA_BaseNPC_Hero.HasOwnerAbandoned   ]]
-- @function [parent=#CDOTA_BaseNPC_Hero] HasOwnerAbandoned
-- @param self
-- @return bool
function CDOTA_BaseNPC_Hero.HasOwnerAbandoned( self ) end

---[[ CDOTA_BaseNPC_Hero.HasRoomForItem  Args. const char* pItemName, bool bIncludeStashCombines, bool bAllowSelling ]]
-- @function [parent=#CDOTA_BaseNPC_Hero] HasRoomForItem
-- @param self
-- @return int
-- @param pItemName string
-- @param bIncludeStashCombines bool
-- @param bAllowSelling bool
function CDOTA_BaseNPC_Hero.HasRoomForItem( self , pItemName, bIncludeStashCombines, bAllowSelling ) end

---[[ CDOTA_BaseNPC_Hero.HeroLevelUp  Levels up the hero, true or false to play effects. ]]
-- @function [parent=#CDOTA_BaseNPC_Hero] HeroLevelUp
-- @param self
-- @return #nil
-- @param bPlayEffects bool
function CDOTA_BaseNPC_Hero.HeroLevelUp( self , bPlayEffects ) end

---[[ CDOTA_BaseNPC_Hero.IncrementAssists  Value is stored in PlayerResource. ]]
-- @function [parent=#CDOTA_BaseNPC_Hero] IncrementAssists
-- @param self
-- @return #nil
-- @param iKillerID int
function CDOTA_BaseNPC_Hero.IncrementAssists( self , iKillerID ) end

---[[ CDOTA_BaseNPC_Hero.IncrementDeaths  Value is stored in PlayerResource. ]]
-- @function [parent=#CDOTA_BaseNPC_Hero] IncrementDeaths
-- @param self
-- @return #nil
-- @param iKillerID int
function CDOTA_BaseNPC_Hero.IncrementDeaths( self , iKillerID ) end

---[[ CDOTA_BaseNPC_Hero.IncrementDenies  Value is stored in PlayerResource. ]]
-- @function [parent=#CDOTA_BaseNPC_Hero] IncrementDenies
-- @param self
-- @return #nil
function CDOTA_BaseNPC_Hero.IncrementDenies( self ) end

---[[ CDOTA_BaseNPC_Hero.IncrementKills  Passed ID is for the victim, killer ID is ID of the current hero.  Value is stored in PlayerResource. ]]
-- @function [parent=#CDOTA_BaseNPC_Hero] IncrementKills
-- @param self
-- @return #nil
-- @param iVictimID int
function CDOTA_BaseNPC_Hero.IncrementKills( self , iVictimID ) end

---[[ CDOTA_BaseNPC_Hero.IncrementLastHitMultikill  Value is stored in PlayerResource. ]]
-- @function [parent=#CDOTA_BaseNPC_Hero] IncrementLastHitMultikill
-- @param self
-- @return #nil
function CDOTA_BaseNPC_Hero.IncrementLastHitMultikill( self ) end

---[[ CDOTA_BaseNPC_Hero.IncrementLastHitStreak  Value is stored in PlayerResource. ]]
-- @function [parent=#CDOTA_BaseNPC_Hero] IncrementLastHitStreak
-- @param self
-- @return #nil
function CDOTA_BaseNPC_Hero.IncrementLastHitStreak( self ) end

---[[ CDOTA_BaseNPC_Hero.IncrementLastHits  Value is stored in PlayerResource. ]]
-- @function [parent=#CDOTA_BaseNPC_Hero] IncrementLastHits
-- @param self
-- @return #nil
function CDOTA_BaseNPC_Hero.IncrementLastHits( self ) end

---[[ CDOTA_BaseNPC_Hero.IncrementNearbyCreepDeaths  Value is stored in PlayerResource. ]]
-- @function [parent=#CDOTA_BaseNPC_Hero] IncrementNearbyCreepDeaths
-- @param self
-- @return #nil
function CDOTA_BaseNPC_Hero.IncrementNearbyCreepDeaths( self ) end

---[[ CDOTA_BaseNPC_Hero.IncrementStreak  Value is stored in PlayerResource. ]]
-- @function [parent=#CDOTA_BaseNPC_Hero] IncrementStreak
-- @param self
-- @return #nil
function CDOTA_BaseNPC_Hero.IncrementStreak( self ) end

---[[ CDOTA_BaseNPC_Hero.IsBuybackDisabledByReapersScythe   ]]
-- @function [parent=#CDOTA_BaseNPC_Hero] IsBuybackDisabledByReapersScythe
-- @param self
-- @return bool
function CDOTA_BaseNPC_Hero.IsBuybackDisabledByReapersScythe( self ) end

---[[ CDOTA_BaseNPC_Hero.IsReincarnating   ]]
-- @function [parent=#CDOTA_BaseNPC_Hero] IsReincarnating
-- @param self
-- @return bool
function CDOTA_BaseNPC_Hero.IsReincarnating( self ) end

---[[ CDOTA_BaseNPC_Hero.KilledHero  Args. Hero, Inflictor ]]
-- @function [parent=#CDOTA_BaseNPC_Hero] KilledHero
-- @param self
-- @return #nil
-- @param hHero handle
-- @param hInflictor handle
function CDOTA_BaseNPC_Hero.KilledHero( self , hHero, hInflictor ) end

---[[ CDOTA_BaseNPC_Hero.ModifyAgility  Adds passed value to base attribute value, then calls CalculateStatBonus. ]]
-- @function [parent=#CDOTA_BaseNPC_Hero] ModifyAgility
-- @param self
-- @return #nil
-- @param flNewAgility float
function CDOTA_BaseNPC_Hero.ModifyAgility( self , flNewAgility ) end

---[[ CDOTA_BaseNPC_Hero.ModifyGold  Gives this hero some gold.  Args. int nGoldChange, bool bReliable, int reason ]]
-- @function [parent=#CDOTA_BaseNPC_Hero] ModifyGold
-- @param self
-- @return int
-- @param iGoldChange int
-- @param bReliable bool
-- @param iReason int
function CDOTA_BaseNPC_Hero.ModifyGold( self , iGoldChange, bReliable, iReason ) end

---[[ CDOTA_BaseNPC_Hero.ModifyIntellect  Adds passed value to base attribute value, then calls CalculateStatBonus. ]]
-- @function [parent=#CDOTA_BaseNPC_Hero] ModifyIntellect
-- @param self
-- @return #nil
-- @param flNewIntellect float
function CDOTA_BaseNPC_Hero.ModifyIntellect( self , flNewIntellect ) end

---[[ CDOTA_BaseNPC_Hero.ModifyStrength  Adds passed value to base attribute value, then calls CalculateStatBonus. ]]
-- @function [parent=#CDOTA_BaseNPC_Hero] ModifyStrength
-- @param self
-- @return #nil
-- @param flNewStrength float
function CDOTA_BaseNPC_Hero.ModifyStrength( self , flNewStrength ) end

---[[ CDOTA_BaseNPC_Hero.PerformTaunt   ]]
-- @function [parent=#CDOTA_BaseNPC_Hero] PerformTaunt
-- @param self
-- @return #nil
function CDOTA_BaseNPC_Hero.PerformTaunt( self ) end

---[[ CDOTA_BaseNPC_Hero.RecordLastHit   ]]
-- @function [parent=#CDOTA_BaseNPC_Hero] RecordLastHit
-- @param self
-- @return #nil
function CDOTA_BaseNPC_Hero.RecordLastHit( self ) end

---[[ CDOTA_BaseNPC_Hero.RespawnHero  Respawn this hero. ]]
-- @function [parent=#CDOTA_BaseNPC_Hero] RespawnHero
-- @param self
-- @return #nil
-- @param bBuyBack bool
-- @param bIsActuallyBeingSpawnedForTheFirstTime bool
-- @param bRespawnPenalty bool
function CDOTA_BaseNPC_Hero.RespawnHero( self , bBuyBack, bIsActuallyBeingSpawnedForTheFirstTime, bRespawnPenalty ) end

---[[ CDOTA_BaseNPC_Hero.SetAbilityPoints  Sets the current unspent ability points. ]]
-- @function [parent=#CDOTA_BaseNPC_Hero] SetAbilityPoints
-- @param self
-- @return #nil
-- @param iPoints int
function CDOTA_BaseNPC_Hero.SetAbilityPoints( self , iPoints ) end

---[[ CDOTA_BaseNPC_Hero.SetBaseAgility   ]]
-- @function [parent=#CDOTA_BaseNPC_Hero] SetBaseAgility
-- @param self
-- @return #nil
-- @param flAgility float
function CDOTA_BaseNPC_Hero.SetBaseAgility( self , flAgility ) end

---[[ CDOTA_BaseNPC_Hero.SetBaseIntellect   ]]
-- @function [parent=#CDOTA_BaseNPC_Hero] SetBaseIntellect
-- @param self
-- @return #nil
-- @param flIntellect float
function CDOTA_BaseNPC_Hero.SetBaseIntellect( self , flIntellect ) end

---[[ CDOTA_BaseNPC_Hero.SetBaseStrength   ]]
-- @function [parent=#CDOTA_BaseNPC_Hero] SetBaseStrength
-- @param self
-- @return #nil
-- @param flStrength float
function CDOTA_BaseNPC_Hero.SetBaseStrength( self , flStrength ) end

---[[ CDOTA_BaseNPC_Hero.SetBotDifficulty   ]]
-- @function [parent=#CDOTA_BaseNPC_Hero] SetBotDifficulty
-- @param self
-- @return #nil
-- @param nDifficulty int
function CDOTA_BaseNPC_Hero.SetBotDifficulty( nDifficulty ) end

---[[ CDOTA_BaseNPC_Hero.SetBuyBackDisabledByReapersScythe   ]]
-- @function [parent=#CDOTA_BaseNPC_Hero] SetBuyBackDisabledByReapersScythe
-- @param self
-- @return #nil
-- @param bBuybackDisabled bool
function CDOTA_BaseNPC_Hero.SetBuyBackDisabledByReapersScythe( self , bBuybackDisabled ) end

---[[ CDOTA_BaseNPC_Hero.SetBuybackCooldownTime  Sets the buyback cooldown time. ]]
-- @function [parent=#CDOTA_BaseNPC_Hero] SetBuybackCooldownTime
-- @param self
-- @return #nil
-- @param flTime float
function CDOTA_BaseNPC_Hero.SetBuybackCooldownTime( self , flTime ) end

---[[ CDOTA_BaseNPC_Hero.SetBuybackGoldLimitTime  Set the amount of time gold gain is limited after buying back. ]]
-- @function [parent=#CDOTA_BaseNPC_Hero] SetBuybackGoldLimitTime
-- @param self
-- @return #nil
-- @param flTime float
function CDOTA_BaseNPC_Hero.SetBuybackGoldLimitTime( self , flTime ) end

---[[ CDOTA_BaseNPC_Hero.SetCustomDeathXP  Sets a custom experience value for this hero.  Note, GameRules boolean must be set for this to work! ]]
-- @function [parent=#CDOTA_BaseNPC_Hero] SetCustomDeathXP
-- @param self
-- @return #nil
-- @param iValue int
function CDOTA_BaseNPC_Hero.SetCustomDeathXP( self , iValue ) end

---[[ CDOTA_BaseNPC_Hero.SetGold  Sets the gold amount for the player owning this hero ]]
-- @function [parent=#CDOTA_BaseNPC_Hero] SetGold
-- @param self
-- @return #nil
-- @param iGold int
-- @param bReliable bool
function CDOTA_BaseNPC_Hero.SetGold( self , iGold, bReliable ) end

---[[ CDOTA_BaseNPC_Hero.SetPlayerID   ]]
-- @function [parent=#CDOTA_BaseNPC_Hero] SetPlayerID
-- @param self
-- @return #nil
-- @param iPlayerID int
function CDOTA_BaseNPC_Hero.SetPlayerID( self , iPlayerID ) end

---[[ CDOTA_BaseNPC_Hero.SetPrimaryAttribute  Set this hero's primary attribute value. ]]
-- @function [parent=#CDOTA_BaseNPC_Hero] SetPrimaryAttribute
-- @param self
-- @return #nil
-- @param nPrimaryAttribute int
function CDOTA_BaseNPC_Hero.SetPrimaryAttribute( nPrimaryAttribute ) end

---[[ CDOTA_BaseNPC_Hero.SetRespawnPosition   ]]
-- @function [parent=#CDOTA_BaseNPC_Hero] SetRespawnPosition
-- @param self
-- @return #nil
-- @param vOrigin Vector
function CDOTA_BaseNPC_Hero.SetRespawnPosition( self , vOrigin ) end

---[[ CDOTA_BaseNPC_Hero.SetRespawnsDisabled  Prevent this hero from respawning. ]]
-- @function [parent=#CDOTA_BaseNPC_Hero] SetRespawnsDisabled
-- @param self
-- @return #nil
-- @param bDisableRespawns bool
function CDOTA_BaseNPC_Hero.SetRespawnsDisabled( self , bDisableRespawns ) end

---[[ CDOTA_BaseNPC_Hero.SetTimeUntilRespawn   ]]
-- @function [parent=#CDOTA_BaseNPC_Hero] SetTimeUntilRespawn
-- @param self
-- @return #nil
-- @param time float
function CDOTA_BaseNPC_Hero.SetTimeUntilRespawn( self , time ) end

---[[ CDOTA_BaseNPC_Hero.ShouldDoFlyHeightVisual   ]]
-- @function [parent=#CDOTA_BaseNPC_Hero] ShouldDoFlyHeightVisual
-- @param self
-- @return bool
function CDOTA_BaseNPC_Hero.ShouldDoFlyHeightVisual( self ) end

---[[ CDOTA_BaseNPC_Hero.SpendGold  Args. int nGold, int nReason ]]
-- @function [parent=#CDOTA_BaseNPC_Hero] SpendGold
-- @param self
-- @return #nil
-- @param iCost int
-- @param iReason int
function CDOTA_BaseNPC_Hero.SpendGold( self , iCost, iReason ) end

---[[ CDOTA_BaseNPC_Hero.UnitCanRespawn   ]]
-- @function [parent=#CDOTA_BaseNPC_Hero] 
-- @param self
-- @return bool
function CDOTA_BaseNPC_Hero.UnitCanRespawn( self ) end

---[[ CDOTA_BaseNPC_Hero.UpgradeAbility  This upgrades the passed ability if it exists and the hero has enough ability points. ]]
-- @function [parent=#CDOTA_BaseNPC_Hero] UpgradeAbility
-- @param self
-- @return #nil
-- @param hAbility handle
function CDOTA_BaseNPC_Hero.UpgradeAbility( self , hAbility ) end

---[[ CDOTA_BaseNPC_Hero.WillReincarnate   ]]
-- @function [parent=#CDOTA_BaseNPC_Hero] WillReincarnate
-- @param self
-- @return bool
function CDOTA_BaseNPC_Hero.WillReincarnate( self ) end

---[[ CDOTA_Buff.AddParticle  (index, bDestroyImmediately, bStatusEffect, priority, bHeroEffect, bOverheadEffect ]]
-- @function [parent=#CDOTA_Buff] AddParticle
-- @param self
-- @return #nil
-- @param i int
-- @param bDestroyImmediately bool
-- @param bStatusEffect bool
-- @param iPriority int
-- @param bHeroEffect bool
-- @param bOverheadEffect bool
function CDOTA_Buff.AddParticle( self , i, bDestroyImmediately, bStatusEffect, iPriority, bHeroEffect, bOverheadEffect ) end

---[[ CDOTA_Buff.DecrementStackCount  Decrease this modifier's stack count by 1. ]]
-- @function [parent=#CDOTA_Buff] DecrementStackCount
-- @param self
-- @return #nil
function CDOTA_Buff.DecrementStackCount( self ) end

---[[ CDOTA_Buff.Destroy  Run all associated destroy functions, then remove the modifier. ]]
-- @function [parent=#CDOTA_Buff] Destroy
-- @param self
-- @return #nil
function CDOTA_Buff.Destroy( self ) end

---[[ CDOTA_Buff.ForceRefresh  Run all associated refresh functions on this modifier as if it was re-applied. ]]
-- @function [parent=#CDOTA_Buff] ForceRefresh
-- @param self
-- @return #nil
function CDOTA_Buff.ForceRefresh( self ) end

---[[ CDOTA_Buff.GetAbility  Get the ability that generated the modifier. ]]
-- @function [parent=#CDOTA_Buff] GetAbility
-- @param self
-- @return #CDOTABaseAbility
function CDOTA_Buff.GetAbility( self ) end

---[[ CDOTA_Buff.GetCaster  Get the owner of the ability responsible for the modifier. ]]
-- @function [parent=#CDOTA_Buff] GetCaster
-- @param self
-- @return #CDOTA_BaseNPC
function CDOTA_Buff.GetCaster( self ) end

---[[ CDOTA_Buff.GetClass   ]]
-- @function [parent=#CDOTA_Buff] GetClass
-- @param self
-- @return string
function CDOTA_Buff.GetClass( self ) end

---[[ CDOTA_Buff.GetCreationTime   ]]
-- @function [parent=#CDOTA_Buff] GetCreationTime
-- @param self
-- @return float
function CDOTA_Buff.GetCreationTime( self ) end

---[[ CDOTA_Buff.GetDieTime   ]]
-- @function [parent=#CDOTA_Buff] GetDieTime
-- @param self
-- @return float
function CDOTA_Buff.GetDieTime( self ) end

---[[ CDOTA_Buff.GetDuration   ]]
-- @function [parent=#CDOTA_Buff] GetDuration
-- @param self
-- @return float
function CDOTA_Buff.GetDuration( self ) end

---[[ CDOTA_Buff.GetElapsedTime   ]]
-- @function [parent=#CDOTA_Buff] GetElapsedTime
-- @param self
-- @return float
function CDOTA_Buff.GetElapsedTime( self ) end

---[[ CDOTA_Buff.GetName   ]]
-- @function [parent=#CDOTA_Buff] GetName
-- @param self
-- @return string
function CDOTA_Buff.GetName( self ) end

---[[ CDOTA_Buff.GetParent  Get the unit the modifier is parented to. ]]
-- @function [parent=#CDOTA_Buff] GetParent
-- @param self
-- @return #CDOTA_BaseNPC
function CDOTA_Buff.GetParent( self ) end

---[[ CDOTA_Buff.GetRemainingTime   ]]
-- @function [parent=#CDOTA_Buff] GetRemainingTime
-- @param self
-- @return float
function CDOTA_Buff.GetRemainingTime( self ) end

---[[ CDOTA_Buff.GetStackCount   ]]
-- @function [parent=#CDOTA_Buff] GetStackCount
-- @param self
-- @return int
function CDOTA_Buff.GetStackCount( self ) end

---[[ CDOTA_Buff.IncrementStackCount  Increase this modifier's stack count by 1. ]]
-- @function [parent=#CDOTA_Buff] IncrementStackCount
-- @param self
-- @return #nil
function CDOTA_Buff.IncrementStackCount( self ) end

---[[ CDOTA_Buff.SetDuration  (flTime, bInformClients) ]]
-- @function [parent=#CDOTA_Buff] SetDuration
-- @param self
-- @return #nil
-- @param flDuration float
-- @param bInformClient bool
function CDOTA_Buff.SetDuration( self , flDuration, bInformClient ) end

---[[ CDOTA_Buff.SetStackCount   ]]
-- @function [parent=#CDOTA_Buff] SetStackCount
-- @param self
-- @return #nil
-- @param iCount int
function CDOTA_Buff.SetStackCount( self , iCount ) end

---[[ CDOTA_Buff.StartIntervalThink  Start this modifier's think function (OnIntervalThink) with the given interval (float).  To stop, call with -1. ]]
-- @function [parent=#CDOTA_Buff] StartIntervalThink
-- @param self
-- @return #nil
-- @param flInterval float
function CDOTA_Buff.StartIntervalThink( self , flInterval ) end

---[[ CDOTA_CustomUIManager.DynamicHud_Create  Create a new custom UI HUD element for the specified player(s). ( int PlayerID /*-1 means everyone*/, string ElementID /* should be unique */, string LayoutFileName, table DialogVariables /* can be nil */ ) ]]
-- @function [parent=#CDOTA_CustomUIManager] DynamicHud_Create
-- @param self
-- @return #nil
-- @param int_1 int
-- @param string_2 string
-- @param string_3 string
-- @param handle_4 handle
function CDOTA_CustomUIManager.DynamicHud_Create( self , int_1, string_2, string_3, handle_4 ) end

---[[ CDOTA_CustomUIManager.DynamicHud_Destroy  Destroy a custom hud element ( int PlayerID /*-1 means everyone*/, string ElementID ) ]]
-- @function [parent=#CDOTA_CustomUIManager] DynamicHud_Destroy
-- @param self
-- @return #nil
-- @param int_1 int
-- @param string_2 string
function CDOTA_CustomUIManager.DynamicHud_Destroy( self , int_1, string_2 ) end

---[[ CDOTA_CustomUIManager.DynamicHud_SetDialogVariables  Add or modify dialog variables for an existing custom hud element ( int PlayerID /*-1 means everyone*/, string ElementID, table DialogVariables ) ]]
-- @function [parent=#CDOTA_CustomUIManager] DynamicHud_SetDialogVariables
-- @param self
-- @return #nil
-- @param int_1 int
-- @param string_2 string
-- @param handle_3 handle
function CDOTA_CustomUIManager.DynamicHud_SetDialogVariables( self , int_1, string_2, handle_3 ) end

---[[ CDOTA_CustomUIManager.DynamicHud_SetVisible  Toggle the visibility of an existing custom hud element ( int PlayerID /*-1 means everyone*/, string ElementID, bool Visible ) ]]
-- @function [parent=#CDOTA_CustomUIManager] DynamicHud_SetVisible
-- @param self
-- @return #nil
-- @param int_1 int
-- @param string_2 string
-- @param bool_3 bool
function CDOTA_CustomUIManager.DynamicHud_SetVisible( self , int_1, string_2, bool_3 ) end

---[[ CDOTA_Item.GetContainer  Get the container for this item. ]]
-- @function [parent=#CDOTA_Item] GetContainer
-- @param self
-- @return #CDOTA_BaseNPC
function CDOTA_Item.GetContainer( self ) end

---[[ CDOTA_Item.GetCost   ]]
-- @function [parent=#CDOTA_Item] GetCost
-- @param self
-- @return int
function CDOTA_Item.GetCost( self ) end

---[[ CDOTA_Item.GetCurrentCharges  Get the number of charges this item currently has. ]]
-- @function [parent=#CDOTA_Item] GetCurrentCharges
-- @param self
-- @return int
function CDOTA_Item.GetCurrentCharges( self ) end

---[[ CDOTA_Item.GetInitialCharges  Get the initial number of charges this item has. ]]
-- @function [parent=#CDOTA_Item] GetInitialCharges
-- @param self
-- @return int
function CDOTA_Item.GetInitialCharges( self ) end

---[[ CDOTA_Item.GetPurchaseTime  Get the purchase time of this item ]]
-- @function [parent=#CDOTA_Item] GetPurchaseTime
-- @param self
-- @return float
function CDOTA_Item.GetPurchaseTime( self ) end

---[[ CDOTA_Item.GetPurchaser  Get the purchaser for this item. ]]
-- @function [parent=#CDOTA_Item] GetPurchaser
-- @param self
-- @return #CDOTA_BaseNPC
function CDOTA_Item.GetPurchaser( self ) end

---[[ CDOTA_Item.GetShareability   ]]
-- @function [parent=#CDOTA_Item] GetShareability
-- @param self
-- @return int
function CDOTA_Item.GetShareability( self ) end

---[[ CDOTA_Item.IsAlertableItem   ]]
-- @function [parent=#CDOTA_Item] IsAlertableItem
-- @param self
-- @return bool
function CDOTA_Item.IsAlertableItem( self ) end

---[[ CDOTA_Item.IsCastOnPickup   ]]
-- @function [parent=#CDOTA_Item] IsCastOnPickup
-- @param self
-- @return bool
function CDOTA_Item.IsCastOnPickup( self ) end

---[[ CDOTA_Item.IsCombinable   ]]
-- @function [parent=#CDOTA_Item] IsCombinable
-- @param self
-- @return bool
function CDOTA_Item.IsCombinable( self ) end

---[[ CDOTA_Item.IsDisassemblable   ]]
-- @function [parent=#CDOTA_Item] IsDisassemblable
-- @param self
-- @return bool
function CDOTA_Item.IsDisassemblable( self ) end

---[[ CDOTA_Item.IsDroppable   ]]
-- @function [parent=#CDOTA_Item] IsDroppable
-- @param self
-- @return bool
function CDOTA_Item.IsDroppable( self ) end

---[[ CDOTA_Item.IsItem   ]]
-- @function [parent=#CDOTA_Item] IsItem
-- @param self
-- @return bool
function CDOTA_Item.IsItem( self ) end

---[[ CDOTA_Item.IsKillable   ]]
-- @function [parent=#CDOTA_Item] IsKillable
-- @param self
-- @return bool
function CDOTA_Item.IsKillable( self ) end

---[[ CDOTA_Item.IsMuted   ]]
-- @function [parent=#CDOTA_Item] IsMuted
-- @param self
-- @return bool
function CDOTA_Item.IsMuted( self ) end

---[[ CDOTA_Item.IsPermanent   ]]
-- @function [parent=#CDOTA_Item] IsPermanent
-- @param self
-- @return bool
function CDOTA_Item.IsPermanent( self ) end

---[[ CDOTA_Item.IsPurchasable   ]]
-- @function [parent=#CDOTA_Item] IsPurchasable
-- @param self
-- @return bool
function CDOTA_Item.IsPurchasable( self ) end

---[[ CDOTA_Item.IsRecipe   ]]
-- @function [parent=#CDOTA_Item] IsRecipe
-- @param self
-- @return bool
function CDOTA_Item.IsRecipe( self ) end

---[[ CDOTA_Item.IsRecipeGenerated   ]]
-- @function [parent=#CDOTA_Item] IsRecipeGenerated
-- @param self
-- @return bool
function CDOTA_Item.IsRecipeGenerated( self ) end

---[[ CDOTA_Item.IsSellable   ]]
-- @function [parent=#CDOTA_Item] IsSellable
-- @param self
-- @return bool
function CDOTA_Item.IsSellable( self ) end

---[[ CDOTA_Item.IsStackable   ]]
-- @function [parent=#CDOTA_Item] IsStackable
-- @param self
-- @return bool
function CDOTA_Item.IsStackable( self ) end

---[[ CDOTA_Item.LaunchLoot   ]]
-- @function [parent=#CDOTA_Item] LaunchLoot
-- @param self
-- @return #nil
-- @param bAutoUse bool
-- @param flHeight float
-- @param flDuration float
-- @param vEndPoint Vector
function CDOTA_Item.LaunchLoot( self , bAutoUse, flHeight, flDuration, vEndPoint ) end

---[[ CDOTA_Item.LaunchLootInitialHeight   ]]
-- @function [parent=#CDOTA_Item] LaunchLootInitialHeight
-- @param self
-- @return #nil
-- @param bAutoUse bool
-- @param flInitialHeight float
-- @param flLaunchHeight float
-- @param flDuration float
-- @param vEndPoint Vector
function CDOTA_Item.LaunchLootInitialHeight( self , bAutoUse, flInitialHeight, flLaunchHeight, flDuration, vEndPoint ) end

---[[ CDOTA_Item.RequiresCharges   ]]
-- @function [parent=#CDOTA_Item] RequiresCharges
-- @param self
-- @return bool
function CDOTA_Item.RequiresCharges( self ) end

---[[ CDOTA_Item.SetCurrentCharges  Set the number of charges on this item ]]
-- @function [parent=#CDOTA_Item] SetCurrentCharges
-- @param self
-- @return #nil
-- @param iCharges int
function CDOTA_Item.SetCurrentCharges( self , iCharges ) end

---[[ CDOTA_Item.SetPurchaseTime  Set the purchase time of this item ]]
-- @function [parent=#CDOTA_Item] SetPurchaseTime
-- @param self
-- @return #nil
-- @param flTime float
function CDOTA_Item.SetPurchaseTime( self , flTime ) end

---[[ CDOTA_Item.SetPurchaser  Set the purchaser of record for this item. ]]
-- @function [parent=#CDOTA_Item] SetPurchaser
-- @param self
-- @return #nil
-- @param hPurchaser handle
function CDOTA_Item.SetPurchaser( self , hPurchaser ) end

---[[ CDOTA_Item.SetStacksWithOtherOwners   ]]
-- @function [parent=#CDOTA_Item] SetStacksWithOtherOwners
-- @param self
-- @return #nil
-- @param bStacksWithOtherOwners bool
function CDOTA_Item.SetStacksWithOtherOwners( self , bStacksWithOtherOwners ) end

---[[ CDOTA_Item.StacksWithOtherOwners   ]]
-- @function [parent=#CDOTA_Item] StacksWithOtherOwners
-- @param self
-- @return bool
function CDOTA_Item.StacksWithOtherOwners( self ) end

---[[ CDOTA_Item.Think  Think this item ]]
-- @function [parent=#CDOTA_Item] 
-- @param self
-- @return #nil
function CDOTA_Item.Think( self ) end

---[[ CDOTA_Item_DataDriven.ApplyDataDrivenModifier  Applies a data driven modifier to the target ]]
-- @function [parent=#CDOTA_Item_DataDriven] ApplyDataDrivenModifier
-- @param self
-- @return #nil
-- @param hCaster handle
-- @param hTarget handle
-- @param pszModifierName string
-- @param hModifierTable handle
function CDOTA_Item_DataDriven.ApplyDataDrivenModifier( self , hCaster, hTarget, pszModifierName, hModifierTable ) end

---[[ CDOTA_Item_DataDriven.ApplyDataDrivenThinker  Applies a data driven thinker at the location ]]
-- @function [parent=#CDOTA_Item_DataDriven] ApplyDataDrivenThinker
-- @param self
-- @return handle
-- @param hCaster handle
-- @param vLocation Vector
-- @param pszModifierName string
-- @param hModifierTable handle
function CDOTA_Item_DataDriven.ApplyDataDrivenThinker( self , hCaster, vLocation, pszModifierName, hModifierTable ) end

---[[ CDOTA_Item_Lua.CastFilterResult  Determine whether an issued command with no target is valid. ]]
-- @function [parent=#CDOTA_Item_Lua] CastFilterResult
-- @param self
-- @return int
function CDOTA_Item_Lua.CastFilterResult( self ) end

---[[ CDOTA_Item_Lua.CastFilterResultLocation  (Vector vLocation) Determine whether an issued command on a location is valid. ]]
-- @function [parent=#CDOTA_Item_Lua] CastFilterResultLocation
-- @param self
-- @return int
-- @param vLocation Vector
function CDOTA_Item_Lua.CastFilterResultLocation( self , vLocation ) end

---[[ CDOTA_Item_Lua.CastFilterResultTarget  (HSCRIPT hTarget) Determine whether an issued command on a target is valid. ]]
-- @function [parent=#CDOTA_Item_Lua] CastFilterResultTarget
-- @param self
-- @return int
-- @param hTarget handle
function CDOTA_Item_Lua.CastFilterResultTarget( self , hTarget ) end

---[[ CDOTA_Item_Lua.GetAssociatedPrimaryAbilities  Returns abilities that are stolen simultaneously, or otherwise related in functionality. ]]
-- @function [parent=#CDOTA_Item_Lua] GetAssociatedPrimaryAbilities
-- @param self
-- @return string
function CDOTA_Item_Lua.GetAssociatedPrimaryAbilities( self ) end

---[[ CDOTA_Item_Lua.GetAssociatedSecondaryAbilities  Returns other abilities that are stolen simultaneously, or otherwise related in functionality.  Generally hidden abilities. ]]
-- @function [parent=#CDOTA_Item_Lua] GetAssociatedSecondaryAbilities
-- @param self
-- @return string
function CDOTA_Item_Lua.GetAssociatedSecondaryAbilities( self ) end

---[[ CDOTA_Item_Lua.GetBehavior  Return cast behavior type of this ability. ]]
-- @function [parent=#CDOTA_Item_Lua] GetBehavior
-- @param self
-- @return int
function CDOTA_Item_Lua.GetBehavior( self ) end

---[[ CDOTA_Item_Lua.GetCastRange  Return cast range of this ability. ]]
-- @function [parent=#CDOTA_Item_Lua] GetCastRange
-- @param self
-- @return int
-- @param vLocation Vector
-- @param hTarget handle
function CDOTA_Item_Lua.GetCastRange( self , vLocation, hTarget ) end

---[[ CDOTA_Item_Lua.GetChannelTime  Return the channel time of this ability. ]]
-- @function [parent=#CDOTA_Item_Lua] GetChannelTime
-- @param self
-- @return float
function CDOTA_Item_Lua.GetChannelTime( self ) end

---[[ CDOTA_Item_Lua.GetChannelledManaCostPerSecond  Return mana cost at the given level per second while channeling (-1 is current). ]]
-- @function [parent=#CDOTA_Item_Lua] GetChannelledManaCostPerSecond
-- @param self
-- @return int
-- @param iLevel int
function CDOTA_Item_Lua.GetChannelledManaCostPerSecond( self , iLevel ) end

---[[ CDOTA_Item_Lua.GetConceptRecipientType  Return who hears speech when this spell is cast. ]]
-- @function [parent=#CDOTA_Item_Lua] GetConceptRecipientType
-- @param self
-- @return int
function CDOTA_Item_Lua.GetConceptRecipientType( self ) end

---[[ CDOTA_Item_Lua.GetCooldown  Return cooldown of this ability. ]]
-- @function [parent=#CDOTA_Item_Lua] GetCooldown
-- @param self
-- @return float
-- @param iLevel int
function CDOTA_Item_Lua.GetCooldown( self , iLevel ) end

---[[ CDOTA_Item_Lua.GetCustomCastError  Return the error string of a failed command with no target. ]]
-- @function [parent=#CDOTA_Item_Lua] GetCustomCastError
-- @param self
-- @return string
function CDOTA_Item_Lua.GetCustomCastError( self ) end

---[[ CDOTA_Item_Lua.GetCustomCastErrorLocation  (Vector vLocation) Return the error string of a failed command on a location. ]]
-- @function [parent=#CDOTA_Item_Lua] GetCustomCastErrorLocation
-- @param self
-- @return string
-- @param vLocation Vector
function CDOTA_Item_Lua.GetCustomCastErrorLocation( self , vLocation ) end

---[[ CDOTA_Item_Lua.GetCustomCastErrorTarget  (HSCRIPT hTarget) Return the error string of a failed command on a target. ]]
-- @function [parent=#CDOTA_Item_Lua] GetCustomCastErrorTarget
-- @param self
-- @return string
-- @param hTarget handle
function CDOTA_Item_Lua.GetCustomCastErrorTarget( self , hTarget ) end

---[[ CDOTA_Item_Lua.GetGoldCost  Return gold cost at the given level (-1 is current). ]]
-- @function [parent=#CDOTA_Item_Lua] GetGoldCost
-- @param self
-- @return int
-- @param iLevel int
function CDOTA_Item_Lua.GetGoldCost( self , iLevel ) end

---[[ CDOTA_Item_Lua.GetIntrinsicModifierName  Returns the name of the modifier applied passively by this ability. ]]
-- @function [parent=#CDOTA_Item_Lua] GetIntrinsicModifierName
-- @param self
-- @return string
function CDOTA_Item_Lua.GetIntrinsicModifierName( self ) end

---[[ CDOTA_Item_Lua.GetManaCost  Return mana cost at the given level (-1 is current). ]]
-- @function [parent=#CDOTA_Item_Lua] GetManaCost
-- @param self
-- @return int
-- @param iLevel int
function CDOTA_Item_Lua.GetManaCost( self , iLevel ) end

---[[ CDOTA_Item_Lua.GetPlaybackRateOverride  Return the animation rate of the cast animation. ]]
-- @function [parent=#CDOTA_Item_Lua] GetPlaybackRateOverride
-- @param self
-- @return float
function CDOTA_Item_Lua.GetPlaybackRateOverride( self ) end

---[[ CDOTA_Item_Lua.IsHiddenAbilityCastable  Returns true if this ability can be used when not on the action panel. ]]
-- @function [parent=#CDOTA_Item_Lua] IsHiddenAbilityCastable
-- @param self
-- @return bool
function CDOTA_Item_Lua.IsHiddenAbilityCastable( self ) end

---[[ CDOTA_Item_Lua.IsHiddenWhenStolen  Returns true if this ability is hidden when stolen by Spell Steal. ]]
-- @function [parent=#CDOTA_Item_Lua] IsHiddenWhenStolen
-- @param self
-- @return bool
function CDOTA_Item_Lua.IsHiddenWhenStolen( self ) end

---[[ CDOTA_Item_Lua.IsRefreshable  Returns true if this ability is refreshed by Refresher Orb. ]]
-- @function [parent=#CDOTA_Item_Lua] IsRefreshable
-- @param self
-- @return bool
function CDOTA_Item_Lua.IsRefreshable( self ) end

---[[ CDOTA_Item_Lua.IsStealable  Returns true if this ability can be stolen by Spell Steal. ]]
-- @function [parent=#CDOTA_Item_Lua] IsStealable
-- @param self
-- @return bool
function CDOTA_Item_Lua.IsStealable( self ) end

---[[ CDOTA_Item_Lua.OnAbilityPhaseInterrupted  Cast time did not complete successfully. ]]
-- @function [parent=#CDOTA_Item_Lua] OnAbilityPhaseInterrupted
-- @param self
-- @return #nil
function CDOTA_Item_Lua.OnAbilityPhaseInterrupted( self ) end

---[[ CDOTA_Item_Lua.OnAbilityPhaseStart  Cast time begins (return true for successful cast). ]]
-- @function [parent=#CDOTA_Item_Lua] OnAbilityPhaseStart
-- @param self
-- @return bool
function CDOTA_Item_Lua.OnAbilityPhaseStart( self ) end

---[[ CDOTA_Item_Lua.OnChannelFinish  (bool bInterrupted) Channel finished. ]]
-- @function [parent=#CDOTA_Item_Lua] OnChannelFinish
-- @param self
-- @return #nil
-- @param bInterrupted bool
function CDOTA_Item_Lua.OnChannelFinish( self , bInterrupted ) end

---[[ CDOTA_Item_Lua.OnChannelThink  (float flInterval) Channeling is taking place. ]]
-- @function [parent=#CDOTA_Item_Lua] OnChannelThink
-- @param self
-- @return #nil
-- @param flInterval float
function CDOTA_Item_Lua.OnChannelThink( self , flInterval ) end

---[[ CDOTA_Item_Lua.OnHeroCalculateStatBonus  Caster (hero only) gained a level, skilled an ability, or received a new stat bonus. ]]
-- @function [parent=#CDOTA_Item_Lua] OnHeroCalculateStatBonus
-- @param self
-- @return #nil
function CDOTA_Item_Lua.OnHeroCalculateStatBonus( self ) end

---[[ CDOTA_Item_Lua.OnHeroDiedNearby  A hero has died in the vicinity (ie Urn), takes table of params. ]]
-- @function [parent=#CDOTA_Item_Lua] OnHeroDiedNearby
-- @param self
-- @return #nil
-- @param unit handle
-- @param attacker handle
-- @param table handle
function CDOTA_Item_Lua.OnHeroDiedNearby( self , unit, attacker, table ) end

---[[ CDOTA_Item_Lua.OnHeroLevelUp  Caster gained a level. ]]
-- @function [parent=#CDOTA_Item_Lua] OnHeroLevelUp
-- @param self
-- @return #nil
function CDOTA_Item_Lua.OnHeroLevelUp( self ) end

---[[ CDOTA_Item_Lua.OnInventoryContentsChanged  Caster inventory changed. ]]
-- @function [parent=#CDOTA_Item_Lua] OnInventoryContentsChanged
-- @param self
-- @return #nil
function CDOTA_Item_Lua.OnInventoryContentsChanged( self ) end

---[[ CDOTA_Item_Lua.OnItemEquipped  ( HSCRIPT hItem ) Caster equipped item. ]]
-- @function [parent=#CDOTA_Item_Lua] OnItemEquipped
-- @param self
-- @return #nil
-- @param hItem handle
function CDOTA_Item_Lua.OnItemEquipped( self , hItem ) end

---[[ CDOTA_Item_Lua.OnOwnerDied  Caster died. ]]
-- @function [parent=#CDOTA_Item_Lua] OnOwnerDied
-- @param self
-- @return #nil
function CDOTA_Item_Lua.OnOwnerDied( self ) end

---[[ CDOTA_Item_Lua.OnOwnerSpawned  Caster respawned or spawned for the first time. ]]
-- @function [parent=#CDOTA_Item_Lua] OnOwnerSpawned
-- @param self
-- @return #nil
function CDOTA_Item_Lua.OnOwnerSpawned( self ) end

---[[ CDOTA_Item_Lua.OnProjectileHit  (HSCRIPT hTarget, Vector vLocation) Projectile has collided with a given target or reached its destination (target is invalid). ]]
-- @function [parent=#CDOTA_Item_Lua] OnProjectileHit
-- @param self
-- @return bool
-- @param hTarget handle
-- @param vLocation Vector
function CDOTA_Item_Lua.OnProjectileHit( self , hTarget, vLocation ) end

---[[ CDOTA_Item_Lua.OnProjectileThink  (Vector vLocation) Projectile is actively moving. ]]
-- @function [parent=#CDOTA_Item_Lua] OnProjectileThink
-- @param self
-- @return #nil
-- @param vLocation Vector
function CDOTA_Item_Lua.OnProjectileThink( self , vLocation ) end

---[[ CDOTA_Item_Lua.OnSpellStart  Cast time finished, spell effects begin. ]]
-- @function [parent=#CDOTA_Item_Lua] OnSpellStart
-- @param self
-- @return #nil
function CDOTA_Item_Lua.OnSpellStart( self ) end

---[[ CDOTA_Item_Lua.OnStolen  ( HSCRIPT hAbility ) Special behavior when stolen by Spell Steal. ]]
-- @function [parent=#CDOTA_Item_Lua] OnStolen
-- @param self
-- @return #nil
-- @param hSourceAbility handle
function CDOTA_Item_Lua.OnStolen( self , hSourceAbility ) end

---[[ CDOTA_Item_Lua.OnToggle  Ability is toggled on/off. ]]
-- @function [parent=#CDOTA_Item_Lua] OnToggle
-- @param self
-- @return #nil
function CDOTA_Item_Lua.OnToggle( self ) end

---[[ CDOTA_Item_Lua.OnUnStolen  Special behavior when lost by Spell Steal. ]]
-- @function [parent=#CDOTA_Item_Lua] OnUnStolen
-- @param self
-- @return #nil
function CDOTA_Item_Lua.OnUnStolen( self ) end

---[[ CDOTA_Item_Lua.OnUpgrade  Ability gained a level. ]]
-- @function [parent=#CDOTA_Item_Lua] OnUpgrade
-- @param self
-- @return #nil
function CDOTA_Item_Lua.OnUpgrade( self ) end

---[[ CDOTA_Item_Lua.ProcsMagicStick  Returns true if this ability will generate magic stick charges for nearby enemies. ]]
-- @function [parent=#CDOTA_Item_Lua] ProcsMagicStick
-- @param self
-- @return bool
function CDOTA_Item_Lua.ProcsMagicStick( self ) end

---[[ CDOTA_Item_Lua.SpeakTrigger  Return the type of speech used. ]]
-- @function [parent=#CDOTA_Item_Lua] SpeakTrigger
-- @param self
-- @return int
function CDOTA_Item_Lua.SpeakTrigger( self ) end

---[[ CDOTA_Item_Physical.GetContainedItem  Returned the contained item. ]]
-- @function [parent=#CDOTA_Item_Physical] GetContainedItem
-- @param self
-- @return #CDOTA_Item
function CDOTA_Item_Physical.GetContainedItem( self ) end

---[[ CDOTA_Item_Physical.GetCreationTime  Returns the game time when this item was created in the world ]]
-- @function [parent=#CDOTA_Item_Physical] GetCreationTime
-- @param self
-- @return float
function CDOTA_Item_Physical.GetCreationTime( self ) end

---[[ CDOTA_Item_Physical.SetContainedItem  Set the contained item. ]]
-- @function [parent=#CDOTA_Item_Physical] SetContainedItem
-- @param self
-- @return #nil
-- @param hItem handle
function CDOTA_Item_Physical.SetContainedItem( self , hItem ) end

---[[ CDOTA_MapTree.CutDown  Cuts down this tree. Parameters. int nTeamNumberKnownTo (-1 = invalid team) ]]
-- @function [parent=#CDOTA_MapTree] CutDown
-- @param self
-- @return #nil
-- @param nTreeNumberKnownTo int
function CDOTA_MapTree.CutDown( nTreeNumberKnownTo ) end

---[[ CDOTA_MapTree.CutDownRegrowAfter  Cuts down this tree. Parameters. float flRegrowAfter (-1 = never regrow), int nTeamNumberKnownTo (-1 = invalid team) ]]
-- @function [parent=#CDOTA_MapTree] CutDownRegrowAfter
-- @param self
-- @return #nil
-- @param flRegrowAfter float
-- @param nTeamNumberKnownTo int
function CDOTA_MapTree.CutDownRegrowAfter( self , flRegrowAfter, nTeamNumberKnownTo ) end

---[[ CDOTA_MapTree.GrowBack  Grows back the tree if it was cut down. ]]
-- @function [parent=#CDOTA_MapTree] GrowBack
-- @param self
-- @return #nil
function CDOTA_MapTree.GrowBack( self ) end

---[[ CDOTA_MapTree.IsStanding  Returns true if the tree is standing, false if it has been cut down ]]
-- @function [parent=#CDOTA_MapTree] IsStanding
-- @param self
-- @return bool
function CDOTA_MapTree.IsStanding( self ) end

---[[ CDOTA_Modifier_Lua.AllowIllusionDuplicate  True/false if this modifier is active on illusions. ]]
-- @function [parent=#CDOTA_Modifier_Lua] AllowIllusionDuplicate
-- @param self
-- @return bool
function CDOTA_Modifier_Lua.AllowIllusionDuplicate( self ) end

---[[ CDOTA_Modifier_Lua.DestroyOnExpire  True/false if this buff is removed when the duration expires. ]]
-- @function [parent=#CDOTA_Modifier_Lua] DestroyOnExpire
-- @param self
-- @return bool
function CDOTA_Modifier_Lua.DestroyOnExpire( self ) end

---[[ CDOTA_Modifier_Lua.GetAttributes  Return the types of attributes applied to this modifier (enum value from DOTAModifierAttribute_t ]]
-- @function [parent=#CDOTA_Modifier_Lua] GetAttributes
-- @param self
-- @return int
function CDOTA_Modifier_Lua.GetAttributes( self ) end

---[[ CDOTA_Modifier_Lua.GetAuraEntityReject  Return true/false if this entity should receive the aura under specific conditions ]]
-- @function [parent=#CDOTA_Modifier_Lua] GetAuraEntityReject
-- @param self
-- @return bool
-- @param hEntity handle
function CDOTA_Modifier_Lua.GetAuraEntityReject( self , hEntity ) end

---[[ CDOTA_Modifier_Lua.GetAuraRadius  Return the range around the parent this aura tries to apply its buff. ]]
-- @function [parent=#CDOTA_Modifier_Lua] GetAuraRadius
-- @param self
-- @return int
function CDOTA_Modifier_Lua.GetAuraRadius( self ) end

---[[ CDOTA_Modifier_Lua.GetAuraSearchFlags  Return the unit flags this aura respects when placing buffs. ]]
-- @function [parent=#CDOTA_Modifier_Lua] GetAuraSearchFlags
-- @param self
-- @return int
function CDOTA_Modifier_Lua.GetAuraSearchFlags( self ) end

---[[ CDOTA_Modifier_Lua.GetAuraSearchTeam  Return the teams this aura applies its buff to. ]]
-- @function [parent=#CDOTA_Modifier_Lua] GetAuraSearchTeam
-- @param self
-- @return int
function CDOTA_Modifier_Lua.GetAuraSearchTeam( self ) end

---[[ CDOTA_Modifier_Lua.GetAuraSearchType  Return the unit classifications this aura applies its buff to. ]]
-- @function [parent=#CDOTA_Modifier_Lua] GetAuraSearchType
-- @param self
-- @return int
function CDOTA_Modifier_Lua.GetAuraSearchType( self ) end

---[[ CDOTA_Modifier_Lua.GetEffectAttachType  Return the attach type of the particle system from GetEffectName. ]]
-- @function [parent=#CDOTA_Modifier_Lua] GetEffectAttachType
-- @param self
-- @return int
function CDOTA_Modifier_Lua.GetEffectAttachType( self ) end

---[[ CDOTA_Modifier_Lua.GetEffectName  Return the name of the particle system that is created while this modifier is active. ]]
-- @function [parent=#CDOTA_Modifier_Lua] GetEffectName
-- @param self
-- @return string
function CDOTA_Modifier_Lua.GetEffectName( self ) end

---[[ CDOTA_Modifier_Lua.GetHeroEffectName  Return the name of the hero effect particle system that is created while this modifier is active. ]]
-- @function [parent=#CDOTA_Modifier_Lua] GetHeroEffectName
-- @param self
-- @return string
function CDOTA_Modifier_Lua.GetHeroEffectName( self ) end

---[[ CDOTA_Modifier_Lua.GetModifierAura  The name of the secondary modifier that will be applied by this modifier (if it is an aura). ]]
-- @function [parent=#CDOTA_Modifier_Lua] GetModifierAura
-- @param self
-- @return string
function CDOTA_Modifier_Lua.GetModifierAura( self ) end

---[[ CDOTA_Modifier_Lua.GetStatusEffectName  Return the name of the status effect particle system that is created while this modifier is active. ]]
-- @function [parent=#CDOTA_Modifier_Lua] GetStatusEffectName
-- @param self
-- @return string
function CDOTA_Modifier_Lua.GetStatusEffectName( self ) end

---[[ CDOTA_Modifier_Lua.GetTexture  Return the name of the buff icon to be shown for this modifier. ]]
-- @function [parent=#CDOTA_Modifier_Lua] GetTexture
-- @param self
-- @return string
function CDOTA_Modifier_Lua.GetTexture( self ) end

---[[ CDOTA_Modifier_Lua.HeroEffectPriority  Relationship of this hero effect with those from other buffs (higher is more likely to be shown). ]]
-- @function [parent=#CDOTA_Modifier_Lua] HeroEffectPriority
-- @param self
-- @return int
function CDOTA_Modifier_Lua.HeroEffectPriority( self ) end

---[[ CDOTA_Modifier_Lua.IsAura  True/false if this modifier is an aura. ]]
-- @function [parent=#CDOTA_Modifier_Lua] IsAura
-- @param self
-- @return bool
function CDOTA_Modifier_Lua.IsAura( self ) end

---[[ CDOTA_Modifier_Lua.IsAuraActiveOnDeath  True/false if this aura provides buffs when the parent is dead. ]]
-- @function [parent=#CDOTA_Modifier_Lua] IsAuraActiveOnDeath
-- @param self
-- @return bool
function CDOTA_Modifier_Lua.IsAuraActiveOnDeath( self ) end

---[[ CDOTA_Modifier_Lua.IsDebuff  True/false if this modifier should be displayed as a debuff. ]]
-- @function [parent=#CDOTA_Modifier_Lua] IsDebuff
-- @param self
-- @return bool
function CDOTA_Modifier_Lua.IsDebuff( self ) end

---[[ CDOTA_Modifier_Lua.IsHidden  True/false if this modifier should be displayed on the buff bar. ]]
-- @function [parent=#CDOTA_Modifier_Lua] IsHidden
-- @param self
-- @return bool
function CDOTA_Modifier_Lua.IsHidden( self ) end

---[[ CDOTA_Modifier_Lua.IsPurgable  True/false if this modifier can be purged. ]]
-- @function [parent=#CDOTA_Modifier_Lua] IsPurgable
-- @param self
-- @return bool
function CDOTA_Modifier_Lua.IsPurgable( self ) end

---[[ CDOTA_Modifier_Lua.IsPurgeException  True/false if this modifier can be purged by strong dispels. ]]
-- @function [parent=#CDOTA_Modifier_Lua] IsPurgeException
-- @param self
-- @return bool
function CDOTA_Modifier_Lua.IsPurgeException( self ) end

---[[ CDOTA_Modifier_Lua.IsStunDebuff  True/false if this modifier is considered a stun for purge reasons. ]]
-- @function [parent=#CDOTA_Modifier_Lua] IsStunDebuff
-- @param self
-- @return bool
function CDOTA_Modifier_Lua.IsStunDebuff( self ) end

---[[ CDOTA_Modifier_Lua.OnCreated  Runs when the modifier is created. ]]
-- @function [parent=#CDOTA_Modifier_Lua] OnCreated
-- @param self
-- @return #nil
-- @param table handle
function CDOTA_Modifier_Lua.OnCreated( self , table ) end

---[[ CDOTA_Modifier_Lua.OnDestroy  Runs when the modifier is destroyed. ]]
-- @function [parent=#CDOTA_Modifier_Lua] OnDestroy
-- @param self
-- @return #nil
function CDOTA_Modifier_Lua.OnDestroy( self ) end

---[[ CDOTA_Modifier_Lua.OnIntervalThink  Runs when the think interval occurs. ]]
-- @function [parent=#CDOTA_Modifier_Lua] OnIntervalThink
-- @param self
-- @return #nil
function CDOTA_Modifier_Lua.OnIntervalThink( self ) end

---[[ CDOTA_Modifier_Lua.OnRefresh  Runs when the modifier is refreshed. ]]
-- @function [parent=#CDOTA_Modifier_Lua] OnRefresh
-- @param self
-- @return #nil
-- @param table handle
function CDOTA_Modifier_Lua.OnRefresh( self , table ) end

---[[ CDOTA_Modifier_Lua.RemoveOnDeath  True/false if this modifier is removed when the parent dies. ]]
-- @function [parent=#CDOTA_Modifier_Lua] RemoveOnDeath
-- @param self
-- @return bool
function CDOTA_Modifier_Lua.RemoveOnDeath( self ) end

---[[ CDOTA_Modifier_Lua.StatusEffectPriority  Relationship of this status effect with those from other buffs (higher is more likely to be shown). ]]
-- @function [parent=#CDOTA_Modifier_Lua] StatusEffectPriority
-- @param self
-- @return int
function CDOTA_Modifier_Lua.StatusEffectPriority( self ) end

---[[ CDOTA_Modifier_Lua_Horizontal_Motion.ApplyHorizontalMotionController  Starts the horizontal motion controller effects for this buff.  Returns true if successful. ]]
-- @function [parent=#CDOTA_Modifier_Lua_Horizontal_Motion] ApplyHorizontalMotionController
-- @param self
-- @return bool
function CDOTA_Modifier_Lua_Horizontal_Motion.ApplyHorizontalMotionController( self ) end

---[[ CDOTA_Modifier_Lua_Horizontal_Motion.GetPriority  Get the priority ]]
-- @function [parent=#CDOTA_Modifier_Lua_Horizontal_Motion] GetPriority
-- @param self
-- @return int
function CDOTA_Modifier_Lua_Horizontal_Motion.GetPriority( self ) end

---[[ CDOTA_Modifier_Lua_Horizontal_Motion.OnHorizontalMotionInterrupted  Called when the motion gets interrupted. ]]
-- @function [parent=#CDOTA_Modifier_Lua_Horizontal_Motion] OnHorizontalMotionInterrupted
-- @param self
-- @return #nil
function CDOTA_Modifier_Lua_Horizontal_Motion.OnHorizontalMotionInterrupted( self ) end

---[[ CDOTA_Modifier_Lua_Horizontal_Motion.SetPriority  Set the priority ]]
-- @function [parent=#CDOTA_Modifier_Lua_Horizontal_Motion] SetPriority
-- @param self
-- @return #nil
-- @param nMotionPriority int
function CDOTA_Modifier_Lua_Horizontal_Motion.SetPriority( nMotionPriority ) end

---[[ CDOTA_Modifier_Lua_Horizontal_Motion.UpdateHorizontalMotion  Perform any motion from the given interval on the NPC. ]]
-- @function [parent=#CDOTA_Modifier_Lua_Horizontal_Motion] UpdateHorizontalMotion
-- @param self
-- @return #nil
-- @param me handle
-- @param dt float
function CDOTA_Modifier_Lua_Horizontal_Motion.UpdateHorizontalMotion( me, dt ) end

---[[ CDOTA_Modifier_Lua_Motion_Both.ApplyHorizontalMotionController  Starts the horizontal motion controller effects for this buff.  Returns true if successful. ]]
-- @function [parent=#CDOTA_Modifier_Lua_Motion_Both] ApplyHorizontalMotionController
-- @param self
-- @return bool
function CDOTA_Modifier_Lua_Motion_Both.ApplyHorizontalMotionController( self ) end

---[[ CDOTA_Modifier_Lua_Motion_Both.ApplyVerticalMotionController  Starts the vertical motion controller effects for this buff.  Returns true if successful. ]]
-- @function [parent=#CDOTA_Modifier_Lua_Motion_Both] ApplyVerticalMotionController
-- @param self
-- @return bool
function CDOTA_Modifier_Lua_Motion_Both.ApplyVerticalMotionController( self ) end

---[[ CDOTA_Modifier_Lua_Motion_Both.GetPriority  Get the priority ]]
-- @function [parent=#CDOTA_Modifier_Lua_Motion_Both] 
-- @param self
-- @return int
function CDOTA_Modifier_Lua_Motion_Both.GetPriority( self ) end

---[[ CDOTA_Modifier_Lua_Motion_Both.OnHorizontalMotionInterrupted  Called when the motion gets interrupted. ]]
-- @function [parent=#CDOTA_Modifier_Lua_Motion_Both] OnHorizontalMotionInterrupted
-- @param self
-- @return #nil
function CDOTA_Modifier_Lua_Motion_Both.OnHorizontalMotionInterrupted( self ) end

---[[ CDOTA_Modifier_Lua_Motion_Both.OnVerticalMotionInterrupted  Called when the motion gets interrupted. ]]
-- @function [parent=#CDOTA_Modifier_Lua_Motion_Both] OnVerticalMotionInterrupted
-- @param self
-- @return #nil
function CDOTA_Modifier_Lua_Motion_Both.OnVerticalMotionInterrupted( self ) end

---[[ CDOTA_Modifier_Lua_Motion_Both.SetPriority  Set the priority ]]
-- @function [parent=#CDOTA_Modifier_Lua_Motion_Both] SetPriority
-- @param self
-- @return #nil
-- @param nMotionPriority int
function CDOTA_Modifier_Lua_Motion_Both.SetPriority( nMotionPriority ) end

---[[ CDOTA_Modifier_Lua_Motion_Both.UpdateHorizontalMotion  Perform any motion from the given interval on the NPC. ]]
-- @function [parent=#CDOTA_Modifier_Lua_Motion_Both] UpdateHorizontalMotion
-- @param self
-- @return #nil
-- @param me handle
-- @param dt float
function CDOTA_Modifier_Lua_Motion_Both.UpdateHorizontalMotion( me, dt ) end

---[[ CDOTA_Modifier_Lua_Motion_Both.UpdateVerticalMotion  Perform any motion from the given interval on the NPC. ]]
-- @function [parent=#CDOTA_Modifier_Lua_Motion_Both] UpdateVerticalMotion
-- @param self
-- @return #nil
-- @param me handle
-- @param dt float
function CDOTA_Modifier_Lua_Motion_Both.UpdateVerticalMotion( me, dt ) end

---[[ CDOTA_Modifier_Lua_Vertical_Motion.ApplyVerticalMotionController  Starts the vertical motion controller effects for this buff.  Returns true if successful. ]]
-- @function [parent=#CDOTA_Modifier_Lua_Vertical_Motion] ApplyVerticalMotionController
-- @param self
-- @return bool
function CDOTA_Modifier_Lua_Vertical_Motion.ApplyVerticalMotionController( self ) end

---[[ CDOTA_Modifier_Lua_Vertical_Motion.GetMotionPriority  Get the priority ]]
-- @function [parent=#CDOTA_Modifier_Lua_Vertical_Motion] GetMotionPriority
-- @param self
-- @return int
function CDOTA_Modifier_Lua_Vertical_Motion.GetMotionPriority( self ) end

---[[ CDOTA_Modifier_Lua_Vertical_Motion.OnVerticalMotionInterrupted  Called when the motion gets interrupted. ]]
-- @function [parent=#CDOTA_Modifier_Lua_Vertical_Motion] OnVerticalMotionInterrupted
-- @param self
-- @return #nil
function CDOTA_Modifier_Lua_Vertical_Motion.OnVerticalMotionInterrupted( self ) end

---[[ CDOTA_Modifier_Lua_Vertical_Motion.SetMotionPriority  Set the priority ]]
-- @function [parent=#CDOTA_Modifier_Lua_Vertical_Motion] SetMotionPriority
-- @param self
-- @return #nil
-- @param nMotionPriority int
function CDOTA_Modifier_Lua_Vertical_Motion.SetMotionPriority( nMotionPriority ) end

---[[ CDOTA_Modifier_Lua_Vertical_Motion.UpdateVerticalMotion  Perform any motion from the given interval on the NPC. ]]
-- @function [parent=#CDOTA_Modifier_Lua_Vertical_Motion] UpdateVerticalMotion
-- @param self
-- @return #nil
-- @param me handle
-- @param dt float
function CDOTA_Modifier_Lua_Vertical_Motion.UpdateVerticalMotion( me, dt ) end

---[[ CDOTA_PlayerResource.AddAegisPickup   ]]
-- @function [parent=#CDOTA_PlayerResource] AddAegisPickup
-- @param self
-- @return #nil
-- @param iPlayerID int
function CDOTA_PlayerResource.AddAegisPickup( self , iPlayerID ) end

---[[ CDOTA_PlayerResource.AddClaimedFarm   ]]
-- @function [parent=#CDOTA_PlayerResource] AddClaimedFarm
-- @param self
-- @return #nil
-- @param iPlayerID int
-- @param flFarmValue float
-- @param bEarnedValue bool
function CDOTA_PlayerResource.AddClaimedFarm( self , iPlayerID, flFarmValue, bEarnedValue ) end

---[[ CDOTA_PlayerResource.AddGoldSpentOnSupport   ]]
-- @function [parent=#CDOTA_PlayerResource] AddGoldSpentOnSupport
-- @param self
-- @return #nil
-- @param iPlayerID int
-- @param iCost int
function CDOTA_PlayerResource.AddGoldSpentOnSupport( self , iPlayerID, iCost ) end

---[[ CDOTA_PlayerResource.AddRunePickup   ]]
-- @function [parent=#CDOTA_PlayerResource] AddRunePickup
-- @param self
-- @return #nil
-- @param iPlayerID int
function CDOTA_PlayerResource.AddRunePickup( self , iPlayerID ) end

---[[ CDOTA_PlayerResource.AreUnitsSharedWithPlayerID   ]]
-- @function [parent=#CDOTA_PlayerResource] AreUnitsSharedWithPlayerID
-- @param self
-- @return bool
-- @param nUnitOwnerPlayerID int
-- @param nOtherPlayerID int
function CDOTA_PlayerResource.AreUnitsSharedWithPlayerID( nUnitOwnerPlayerID, nOtherPlayerID ) end

---[[ CDOTA_PlayerResource.ClearKillsMatrix   ]]
-- @function [parent=#CDOTA_PlayerResource] ClearKillsMatrix
-- @param self
-- @return #nil
-- @param iPlayerID int
function CDOTA_PlayerResource.ClearKillsMatrix( self , iPlayerID ) end

---[[ CDOTA_PlayerResource.ClearLastHitMultikill   ]]
-- @function [parent=#CDOTA_PlayerResource] ClearLastHitMultikill
-- @param self
-- @return #nil
-- @param iPlayerID int
function CDOTA_PlayerResource.ClearLastHitMultikill( self , iPlayerID ) end

---[[ CDOTA_PlayerResource.ClearLastHitStreak   ]]
-- @function [parent=#CDOTA_PlayerResource] ClearLastHitStreak
-- @param self
-- @return #nil
-- @param iPlayerID int
function CDOTA_PlayerResource.ClearLastHitStreak( self , iPlayerID ) end

---[[ CDOTA_PlayerResource.ClearRawPlayerDamageMatrix   ]]
-- @function [parent=#CDOTA_PlayerResource] ClearRawPlayerDamageMatrix
-- @param self
-- @return #nil
-- @param iPlayerID int
function CDOTA_PlayerResource.ClearRawPlayerDamageMatrix( self , iPlayerID ) end

---[[ CDOTA_PlayerResource.ClearStreak   ]]
-- @function [parent=#CDOTA_PlayerResource] ClearStreak
-- @param self
-- @return #nil
-- @param iPlayerID int
function CDOTA_PlayerResource.ClearStreak( self , iPlayerID ) end

---[[ CDOTA_PlayerResource.GetAegisPickups   ]]
-- @function [parent=#CDOTA_PlayerResource] GetAegisPickups
-- @param self
-- @return int
-- @param iPlayerID int
function CDOTA_PlayerResource.GetAegisPickups( self , iPlayerID ) end

---[[ CDOTA_PlayerResource.GetAssists   ]]
-- @function [parent=#CDOTA_PlayerResource] GetAssists
-- @param self
-- @return int
-- @param iPlayerID int
function CDOTA_PlayerResource.GetAssists( self , iPlayerID ) end

---[[ CDOTA_PlayerResource.GetBroadcasterChannel   ]]
-- @function [parent=#CDOTA_PlayerResource] GetBroadcasterChannel
-- @param self
-- @return unsigned
-- @param iPlayerID int
function CDOTA_PlayerResource.GetBroadcasterChannel( self , iPlayerID ) end

---[[ CDOTA_PlayerResource.GetBroadcasterChannelSlot   ]]
-- @function [parent=#CDOTA_PlayerResource] GetBroadcasterChannelSlot
-- @param self
-- @return unsigned
-- @param iPlayerID int
function CDOTA_PlayerResource.GetBroadcasterChannelSlot( self , iPlayerID ) end

---[[ CDOTA_PlayerResource.GetClaimedDenies   ]]
-- @function [parent=#CDOTA_PlayerResource] GetClaimedDenies
-- @param self
-- @return int
-- @param iPlayerID int
function CDOTA_PlayerResource.GetClaimedDenies( self , iPlayerID ) end

---[[ CDOTA_PlayerResource.GetClaimedFarm   ]]
-- @function [parent=#CDOTA_PlayerResource] GetClaimedFarm
-- @param self
-- @return float
-- @param iPlayerID int
-- @param bOnlyEarned bool
function CDOTA_PlayerResource.GetClaimedFarm( self , iPlayerID, bOnlyEarned ) end

---[[ CDOTA_PlayerResource.GetClaimedMisses   ]]
-- @function [parent=#CDOTA_PlayerResource] GetClaimedMisses
-- @param self
-- @return int
-- @param iPlayerID int
function CDOTA_PlayerResource.GetClaimedMisses( self , iPlayerID ) end

---[[ CDOTA_PlayerResource.GetConnectionState   ]]
-- @function [parent=#CDOTA_PlayerResource] GetConnectionState
-- @param self
-- @return <unknown>
-- @param iPlayerID int
function CDOTA_PlayerResource.GetConnectionState( self , iPlayerID ) end

---[[ CDOTA_PlayerResource.GetCreepDamageTaken   ]]
-- @function [parent=#CDOTA_PlayerResource] GetCreepDamageTaken
-- @param self
-- @return int
-- @param iPlayerID int
-- @param bTotal bool
function CDOTA_PlayerResource.GetCreepDamageTaken( self , iPlayerID, bTotal ) end

---[[ CDOTA_PlayerResource.GetCustomBuybackCooldown   ]]
-- @function [parent=#CDOTA_PlayerResource] GetCustomBuybackCooldown
-- @param self
-- @return float
-- @param iPlayerID int
function CDOTA_PlayerResource.GetCustomBuybackCooldown( self , iPlayerID ) end

---[[ CDOTA_PlayerResource.GetCustomBuybackCost   ]]
-- @function [parent=#CDOTA_PlayerResource] GetCustomBuybackCost
-- @param self
-- @return int
-- @param iPlayerID int
function CDOTA_PlayerResource.GetCustomBuybackCost( self , iPlayerID ) end

---[[ CDOTA_PlayerResource.GetCustomTeamAssignment  Get the current custom team assignment for this player. ]]
-- @function [parent=#CDOTA_PlayerResource] GetCustomTeamAssignment
-- @param self
-- @return int
-- @param iPlayerID int
function CDOTA_PlayerResource.GetCustomTeamAssignment( self , iPlayerID ) end

---[[ CDOTA_PlayerResource.GetDamageDoneToHero   ]]
-- @function [parent=#CDOTA_PlayerResource] GetDamageDoneToHero
-- @param self
-- @return int
-- @param iPlayerID int
-- @param iVictimID int
function CDOTA_PlayerResource.GetDamageDoneToHero( self , iPlayerID, iVictimID ) end

---[[ CDOTA_PlayerResource.GetDeaths   ]]
-- @function [parent=#CDOTA_PlayerResource] GetDeaths
-- @param self
-- @return int
-- @param iPlayerID int
function CDOTA_PlayerResource.GetDeaths( self , iPlayerID ) end

---[[ CDOTA_PlayerResource.GetDenies   ]]
-- @function [parent=#CDOTA_PlayerResource] GetDenies
-- @param self
-- @return int
-- @param iPlayerID int
function CDOTA_PlayerResource.GetDenies( self , iPlayerID ) end

---[[ CDOTA_PlayerResource.GetEventPointsForPlayerID   ]]
-- @function [parent=#CDOTA_PlayerResource] GetEventPointsForPlayerID
-- @param self
-- @return int
-- @param iPlayerID int
function CDOTA_PlayerResource.GetEventPointsForPlayerID( self , iPlayerID ) end

---[[ CDOTA_PlayerResource.GetEventPremiumPointsGranted   ]]
-- @function [parent=#CDOTA_PlayerResource] GetEventPremiumPointsGranted
-- @param self
-- @return int
-- @param iPlayerID int
function CDOTA_PlayerResource.GetEventPremiumPointsGranted( self , iPlayerID ) end

---[[ CDOTA_PlayerResource.GetEventRankGranted   ]]
-- @function [parent=#CDOTA_PlayerResource] GetEventRankGranted
-- @param self
-- @return int
-- @param iPlayerID int
function CDOTA_PlayerResource.GetEventRankGranted( self , iPlayerID ) end

---[[ CDOTA_PlayerResource.GetGold   ]]
-- @function [parent=#CDOTA_PlayerResource] GetGold
-- @param self
-- @return int
-- @param iPlayerID int
function CDOTA_PlayerResource.GetGold( self , iPlayerID ) end

---[[ CDOTA_PlayerResource.GetGoldLostToDeath   ]]
-- @function [parent=#CDOTA_PlayerResource] GetGoldLostToDeath
-- @param self
-- @return int
-- @param iPlayerID int
function CDOTA_PlayerResource.GetGoldLostToDeath( self , iPlayerID ) end

---[[ CDOTA_PlayerResource.GetGoldPerMin   ]]
-- @function [parent=#CDOTA_PlayerResource] GetGoldPerMin
-- @param self
-- @return float
-- @param iPlayerID int
function CDOTA_PlayerResource.GetGoldPerMin( self , iPlayerID ) end

---[[ CDOTA_PlayerResource.GetGoldSpentOnBuybacks   ]]
-- @function [parent=#CDOTA_PlayerResource] GetGoldSpentOnBuybacks
-- @param self
-- @return int
-- @param iPlayerID int
function CDOTA_PlayerResource.GetGoldSpentOnBuybacks( self , iPlayerID ) end

---[[ CDOTA_PlayerResource.GetGoldSpentOnConsumables   ]]
-- @function [parent=#CDOTA_PlayerResource] GetGoldSpentOnConsumables
-- @param self
-- @return int
-- @param iPlayerID int
function CDOTA_PlayerResource.GetGoldSpentOnConsumables( self , iPlayerID ) end

---[[ CDOTA_PlayerResource.GetGoldSpentOnItems   ]]
-- @function [parent=#CDOTA_PlayerResource] GetGoldSpentOnItems
-- @param self
-- @return int
-- @param iPlayerID int
function CDOTA_PlayerResource.GetGoldSpentOnItems( self , iPlayerID ) end

---[[ CDOTA_PlayerResource.GetGoldSpentOnSupport   ]]
-- @function [parent=#CDOTA_PlayerResource] GetGoldSpentOnSupport
-- @param self
-- @return int
-- @param iPlayerID int
function CDOTA_PlayerResource.GetGoldSpentOnSupport( self , iPlayerID ) end

---[[ CDOTA_PlayerResource.GetHealing   ]]
-- @function [parent=#CDOTA_PlayerResource] GetHealing
-- @param self
-- @return float
-- @param iPlayerID int
function CDOTA_PlayerResource.GetHealing( self , iPlayerID ) end

---[[ CDOTA_PlayerResource.GetHeroDamageTaken   ]]
-- @function [parent=#CDOTA_PlayerResource] GetHeroDamageTaken
-- @param self
-- @return int
-- @param iPlayerID int
-- @param bTotal bool
function CDOTA_PlayerResource.GetHeroDamageTaken( self , iPlayerID, bTotal ) end

---[[ CDOTA_PlayerResource.GetKills   ]]
-- @function [parent=#CDOTA_PlayerResource] GetKills
-- @param self
-- @return int
-- @param iPlayerID int
function CDOTA_PlayerResource.GetKills( self , iPlayerID ) end

---[[ CDOTA_PlayerResource.GetKillsDoneToHero   ]]
-- @function [parent=#CDOTA_PlayerResource] GetKillsDoneToHero
-- @param self
-- @return int
-- @param iPlayerID int
-- @param iVictimID int
function CDOTA_PlayerResource.GetKillsDoneToHero( self , iPlayerID, iVictimID ) end

---[[ CDOTA_PlayerResource.GetLastHitMultikill   ]]
-- @function [parent=#CDOTA_PlayerResource] GetLastHitMultikill
-- @param self
-- @return int
-- @param iPlayerID int
function CDOTA_PlayerResource.GetLastHitMultikill( self , iPlayerID ) end

---[[ CDOTA_PlayerResource.GetLastHitStreak   ]]
-- @function [parent=#CDOTA_PlayerResource] GetLastHitStreak
-- @param self
-- @return int
-- @param iPlayerID int
function CDOTA_PlayerResource.GetLastHitStreak( self , iPlayerID ) end

---[[ CDOTA_PlayerResource.GetLastHits   ]]
-- @function [parent=#CDOTA_PlayerResource] GetLastHits
-- @param self
-- @return int
-- @param iPlayerID int
function CDOTA_PlayerResource.GetLastHits( self , iPlayerID ) end

---[[ CDOTA_PlayerResource.GetLevel   ]]
-- @function [parent=#CDOTA_PlayerResource] GetLevel
-- @param self
-- @return int
-- @param iPlayerID int
function CDOTA_PlayerResource.GetLevel( self , iPlayerID ) end

---[[ CDOTA_PlayerResource.GetMisses   ]]
-- @function [parent=#CDOTA_PlayerResource] GetMisses
-- @param self
-- @return int
-- @param iPlayerID int
function CDOTA_PlayerResource.GetMisses( self , iPlayerID ) end

---[[ CDOTA_PlayerResource.GetNearbyCreepDeaths   ]]
-- @function [parent=#CDOTA_PlayerResource] GetNearbyCreepDeaths
-- @param self
-- @return int
-- @param iPlayerID int
function CDOTA_PlayerResource.GetNearbyCreepDeaths( self , iPlayerID ) end

---[[ CDOTA_PlayerResource.GetNthCourierForTeam   ]]
-- @function [parent=#CDOTA_PlayerResource] GetNthCourierForTeam
-- @param self
-- @return #CDOTA_BaseNPC
-- @param nCourierIndex int
-- @param nTeamNumber int
function CDOTA_PlayerResource.GetNthCourierForTeam( nCourierIndex, nTeamNumber ) end

---[[ CDOTA_PlayerResource.GetNthPlayerIDOnTeam   ]]
-- @function [parent=#CDOTA_PlayerResource] GetNthPlayerIDOnTeam
-- @param self
-- @return int
-- @param iTeamNumber int
-- @param iNthPlayer int
function CDOTA_PlayerResource.GetNthPlayerIDOnTeam( self , iTeamNumber, iNthPlayer ) end

---[[ CDOTA_PlayerResource.GetNumConsumablesPurchased   ]]
-- @function [parent=#CDOTA_PlayerResource] GetNumConsumablesPurchased
-- @param self
-- @return int
-- @param iPlayerID int
function CDOTA_PlayerResource.GetNumConsumablesPurchased( self , iPlayerID ) end

---[[ CDOTA_PlayerResource.GetNumCouriersForTeam   ]]
-- @function [parent=#CDOTA_PlayerResource] GetNumCouriersForTeam
-- @param self
-- @return int
-- @param nTeamNumber int
function CDOTA_PlayerResource.GetNumCouriersForTeam( nTeamNumber ) end

---[[ CDOTA_PlayerResource.GetNumItemsPurchased   ]]
-- @function [parent=#CDOTA_PlayerResource] GetNumItemsPurchased
-- @param self
-- @return int
-- @param iPlayerID int
function CDOTA_PlayerResource.GetNumItemsPurchased( self , iPlayerID ) end

---[[ CDOTA_PlayerResource.GetPlayer   ]]
-- @function [parent=#CDOTA_PlayerResource] GetPlayer
-- @param self
-- @return #CDOTAPlayer
-- @param iPlayerID int
function CDOTA_PlayerResource.GetPlayer( self , iPlayerID ) end

---[[ CDOTA_PlayerResource.GetPlayerCount  Includes spectators and players not assigned to a team ]]
-- @function [parent=#CDOTA_PlayerResource] GetPlayerCount
-- @param self
-- @return int
function CDOTA_PlayerResource.GetPlayerCount( self ) end

---[[ CDOTA_PlayerResource.GetPlayerCountForTeam   ]]
-- @function [parent=#CDOTA_PlayerResource] GetPlayerCountForTeam
-- @param self
-- @return int
-- @param iTeam int
function CDOTA_PlayerResource.GetPlayerCountForTeam( self , iTeam ) end

---[[ CDOTA_PlayerResource.GetPlayerLoadedCompletely   ]]
-- @function [parent=#CDOTA_PlayerResource] GetPlayerLoadedCompletely
-- @param self
-- @return bool
-- @param iPlayerID int
function CDOTA_PlayerResource.GetPlayerLoadedCompletely( self , iPlayerID ) end

---[[ CDOTA_PlayerResource.GetPlayerName   ]]
-- @function [parent=#CDOTA_PlayerResource] GetPlayerName
-- @param self
-- @return string
-- @param iPlayerID int
function CDOTA_PlayerResource.GetPlayerName( self , iPlayerID ) end

---[[ CDOTA_PlayerResource.GetPlayerReservedState   ]]
-- @function [parent=#CDOTA_PlayerResource] GetPlayerReservedState
-- @param self
-- @return bool
-- @param iPlayerID int
function CDOTA_PlayerResource.GetPlayerReservedState( self , iPlayerID ) end

---[[ CDOTA_PlayerResource.GetRawPlayerDamage   ]]
-- @function [parent=#CDOTA_PlayerResource] GetRawPlayerDamage
-- @param self
-- @return int
-- @param iPlayerID int
function CDOTA_PlayerResource.GetRawPlayerDamage( self , iPlayerID ) end

---[[ CDOTA_PlayerResource.GetReliableGold   ]]
-- @function [parent=#CDOTA_PlayerResource] GetReliableGold
-- @param self
-- @return int
-- @param iPlayerID int
function CDOTA_PlayerResource.GetReliableGold( self , iPlayerID ) end

---[[ CDOTA_PlayerResource.GetRespawnSeconds   ]]
-- @function [parent=#CDOTA_PlayerResource] GetRespawnSeconds
-- @param self
-- @return int
-- @param iPlayerID int
function CDOTA_PlayerResource.GetRespawnSeconds( self , iPlayerID ) end

---[[ CDOTA_PlayerResource.GetRoshanKills   ]]
-- @function [parent=#CDOTA_PlayerResource] GetRoshanKills
-- @param self
-- @return int
-- @param iPlayerID int
function CDOTA_PlayerResource.GetRoshanKills( self , iPlayerID ) end

---[[ CDOTA_PlayerResource.GetRunePickups   ]]
-- @function [parent=#CDOTA_PlayerResource] GetRunePickups
-- @param self
-- @return int
-- @param iPlayerID int
function CDOTA_PlayerResource.GetRunePickups( self , iPlayerID ) end

---[[ CDOTA_PlayerResource.GetSelectedHeroEntity   ]]
-- @function [parent=#CDOTA_PlayerResource] GetSelectedHeroEntity
-- @param self
-- @return #CDOTA_BaseNPC_Hero
-- @param iPlayerID int
function CDOTA_PlayerResource.GetSelectedHeroEntity( self , iPlayerID ) end

---[[ CDOTA_PlayerResource.GetSelectedHeroID   ]]
-- @function [parent=#CDOTA_PlayerResource] GetSelectedHeroID
-- @param self
-- @return int
-- @param iPlayerID int
function CDOTA_PlayerResource.GetSelectedHeroID( self , iPlayerID ) end

---[[ CDOTA_PlayerResource.GetSelectedHeroName   ]]
-- @function [parent=#CDOTA_PlayerResource] GetSelectedHeroName
-- @param self
-- @return string
-- @param iPlayerID int
function CDOTA_PlayerResource.GetSelectedHeroName( self , iPlayerID ) end

---[[ CDOTA_PlayerResource.GetSteamAccountID   ]]
-- @function [parent=#CDOTA_PlayerResource] GetSteamAccountID
-- @param self
-- @return unsigned
-- @param iPlayerID int
function CDOTA_PlayerResource.GetSteamAccountID( self , iPlayerID ) end

---[[ CDOTA_PlayerResource.GetStreak   ]]
-- @function [parent=#CDOTA_PlayerResource] GetStreak
-- @param self
-- @return int
-- @param iPlayerID int
function CDOTA_PlayerResource.GetStreak( self , iPlayerID ) end

---[[ CDOTA_PlayerResource.GetStuns   ]]
-- @function [parent=#CDOTA_PlayerResource] GetStuns
-- @param self
-- @return float
-- @param iPlayerID int
function CDOTA_PlayerResource.GetStuns( self , iPlayerID ) end

---[[ CDOTA_PlayerResource.GetTeam   ]]
-- @function [parent=#CDOTA_PlayerResource] GetTeam
-- @param self
-- @return int
-- @param iPlayerID int
function CDOTA_PlayerResource.GetTeam( self , iPlayerID ) end

---[[ CDOTA_PlayerResource.GetTeamKills   ]]
-- @function [parent=#CDOTA_PlayerResource] GetTeamKills
-- @param self
-- @return int
-- @param iTeam int
function CDOTA_PlayerResource.GetTeamKills( self , iTeam ) end

---[[ CDOTA_PlayerResource.GetTeamPlayerCount  Players on a valid team (radiant, dire, or custom*) who haven't abandoned the game ]]
-- @function [parent=#CDOTA_PlayerResource] GetTeamPlayerCount
-- @param self
-- @return int
function CDOTA_PlayerResource.GetTeamPlayerCount( self ) end

---[[ CDOTA_PlayerResource.GetTimeOfLastConsumablePurchase   ]]
-- @function [parent=#CDOTA_PlayerResource] GetTimeOfLastConsumablePurchase
-- @param self
-- @return float
-- @param iPlayerID int
function CDOTA_PlayerResource.GetTimeOfLastConsumablePurchase( self , iPlayerID ) end

---[[ CDOTA_PlayerResource.GetTimeOfLastDeath   ]]
-- @function [parent=#CDOTA_PlayerResource] GetTimeOfLastDeath
-- @param self
-- @return float
-- @param iPlayerID int
function CDOTA_PlayerResource.GetTimeOfLastDeath( self , iPlayerID ) end

---[[ CDOTA_PlayerResource.GetTimeOfLastItemPurchase   ]]
-- @function [parent=#CDOTA_PlayerResource] GetTimeOfLastItemPurchase
-- @param self
-- @return float
-- @param iPlayerID int
function CDOTA_PlayerResource.GetTimeOfLastItemPurchase( self , iPlayerID ) end

---[[ CDOTA_PlayerResource.GetTotalEarnedGold   ]]
-- @function [parent=#CDOTA_PlayerResource] GetTotalEarnedGold
-- @param self
-- @return int
-- @param iPlayerID int
function CDOTA_PlayerResource.GetTotalEarnedGold( self , iPlayerID ) end

---[[ CDOTA_PlayerResource.GetTotalEarnedXP   ]]
-- @function [parent=#CDOTA_PlayerResource] GetTotalEarnedXP
-- @param self
-- @return int
-- @param iPlayerID int
function CDOTA_PlayerResource.GetTotalEarnedXP( self , iPlayerID ) end

---[[ CDOTA_PlayerResource.GetTotalGoldSpent   ]]
-- @function [parent=#CDOTA_PlayerResource] GetTotalGoldSpent
-- @param self
-- @return int
-- @param iPlayerID int
function CDOTA_PlayerResource.GetTotalGoldSpent( self , iPlayerID ) end

---[[ CDOTA_PlayerResource.GetTowerDamageTaken   ]]
-- @function [parent=#CDOTA_PlayerResource] GetTowerDamageTaken
-- @param self
-- @return int
-- @param iPlayerID int
-- @param bTotal bool
function CDOTA_PlayerResource.GetTowerDamageTaken( self , iPlayerID, bTotal ) end

---[[ CDOTA_PlayerResource.GetTowerKills   ]]
-- @function [parent=#CDOTA_PlayerResource] GetTowerKills
-- @param self
-- @return int
-- @param iPlayerID int
function CDOTA_PlayerResource.GetTowerKills( self , iPlayerID ) end

---[[ CDOTA_PlayerResource.GetUnitShareMaskForPlayer   ]]
-- @function [parent=#CDOTA_PlayerResource] GetUnitShareMaskForPlayer
-- @param self
-- @return int
-- @param nPlayerID int
-- @param nOtherPlayerID int
function CDOTA_PlayerResource.GetUnitShareMaskForPlayer( nPlayerID, nOtherPlayerID ) end

---[[ CDOTA_PlayerResource.GetUnreliableGold   ]]
-- @function [parent=#CDOTA_PlayerResource] GetUnreliableGold
-- @param self
-- @return int
-- @param iPlayerID int
function CDOTA_PlayerResource.GetUnreliableGold( self , iPlayerID ) end

---[[ CDOTA_PlayerResource.GetXPPerMin   ]]
-- @function [parent=#CDOTA_PlayerResource] GetXPPerMin
-- @param self
-- @return float
-- @param iPlayerID int
function CDOTA_PlayerResource.GetXPPerMin( self , iPlayerID ) end

---[[ CDOTA_PlayerResource.HasRandomed   ]]
-- @function [parent=#CDOTA_PlayerResource] HasRandomed
-- @param self
-- @return bool
-- @param iPlayerID int
function CDOTA_PlayerResource.HasRandomed( self , iPlayerID ) end

---[[ CDOTA_PlayerResource.HasRepicked   ]]
-- @function [parent=#CDOTA_PlayerResource] HasRepicked
-- @param self
-- @return bool
-- @param iPlayerID int
function CDOTA_PlayerResource.HasRepicked( self , iPlayerID ) end

---[[ CDOTA_PlayerResource.HasSelectedHero   ]]
-- @function [parent=#CDOTA_PlayerResource] HasSelectedHero
-- @param self
-- @return bool
-- @param iPlayerID int
function CDOTA_PlayerResource.HasSelectedHero( self , iPlayerID ) end

---[[ CDOTA_PlayerResource.HaveAllPlayersJoined   ]]
-- @function [parent=#CDOTA_PlayerResource] HaveAllPlayersJoined
-- @param self
-- @return bool
function CDOTA_PlayerResource.HaveAllPlayersJoined( self ) end

---[[ CDOTA_PlayerResource.IncrementAssists   ]]
-- @function [parent=#CDOTA_PlayerResource] IncrementAssists
-- @param self
-- @return #nil
-- @param iPlayerID int
-- @param iVictimID int
function CDOTA_PlayerResource.IncrementAssists( self , iPlayerID, iVictimID ) end

---[[ CDOTA_PlayerResource.IncrementClaimedDenies   ]]
-- @function [parent=#CDOTA_PlayerResource] IncrementClaimedDenies
-- @param self
-- @return #nil
-- @param iPlayerID int
function CDOTA_PlayerResource.IncrementClaimedDenies( self , iPlayerID ) end

---[[ CDOTA_PlayerResource.IncrementClaimedMisses   ]]
-- @function [parent=#CDOTA_PlayerResource] IncrementClaimedMisses
-- @param self
-- @return #nil
-- @param iPlayerID int
function CDOTA_PlayerResource.IncrementClaimedMisses( self , iPlayerID ) end

---[[ CDOTA_PlayerResource.IncrementDeaths   ]]
-- @function [parent=#CDOTA_PlayerResource] IncrementDeaths
-- @param self
-- @return #nil
-- @param iPlayerID int
-- @param iKillerID int
function CDOTA_PlayerResource.IncrementDeaths( self , iPlayerID, iKillerID ) end

---[[ CDOTA_PlayerResource.IncrementDenies   ]]
-- @function [parent=#CDOTA_PlayerResource] IncrementDenies
-- @param self
-- @return #nil
-- @param iPlayerID int
function CDOTA_PlayerResource.IncrementDenies( self , iPlayerID ) end

---[[ CDOTA_PlayerResource.IncrementKills   ]]
-- @function [parent=#CDOTA_PlayerResource] IncrementKills
-- @param self
-- @return #nil
-- @param iPlayerID int
-- @param iVictimID int
function CDOTA_PlayerResource.IncrementKills( self , iPlayerID, iVictimID ) end

---[[ CDOTA_PlayerResource.IncrementLastHitMultikill   ]]
-- @function [parent=#CDOTA_PlayerResource] IncrementLastHitMultikill
-- @param self
-- @return #nil
-- @param iPlayerID int
function CDOTA_PlayerResource.IncrementLastHitMultikill( self , iPlayerID ) end

---[[ CDOTA_PlayerResource.IncrementLastHitStreak   ]]
-- @function [parent=#CDOTA_PlayerResource] IncrementLastHitStreak
-- @param self
-- @return #nil
-- @param iPlayerID int
function CDOTA_PlayerResource.IncrementLastHitStreak( self , iPlayerID ) end

---[[ CDOTA_PlayerResource.IncrementLastHits   ]]
-- @function [parent=#CDOTA_PlayerResource] IncrementLastHits
-- @param self
-- @return #nil
-- @param iPlayerID int
function CDOTA_PlayerResource.IncrementLastHits( self , iPlayerID ) end

---[[ CDOTA_PlayerResource.IncrementMisses   ]]
-- @function [parent=#CDOTA_PlayerResource] IncrementMisses
-- @param self
-- @return #nil
-- @param iPlayerID int
function CDOTA_PlayerResource.IncrementMisses( self , iPlayerID ) end

---[[ CDOTA_PlayerResource.IncrementNearbyCreepDeaths   ]]
-- @function [parent=#CDOTA_PlayerResource] IncrementNearbyCreepDeaths
-- @param self
-- @return #nil
-- @param iPlayerID int
function CDOTA_PlayerResource.IncrementNearbyCreepDeaths( self , iPlayerID ) end

---[[ CDOTA_PlayerResource.IncrementStreak   ]]
-- @function [parent=#CDOTA_PlayerResource] IncrementStreak
-- @param self
-- @return #nil
-- @param iPlayerID int
function CDOTA_PlayerResource.IncrementStreak( self , iPlayerID ) end

---[[ CDOTA_PlayerResource.IncrementTotalEarnedXP   ]]
-- @function [parent=#CDOTA_PlayerResource] IncrementTotalEarnedXP
-- @param self
-- @return #nil
-- @param iPlayerID int
-- @param iXP int
-- @param nReason int
function CDOTA_PlayerResource.IncrementTotalEarnedXP( self , iPlayerID, iXP, nReason ) end

---[[ CDOTA_PlayerResource.IsBroadcaster   ]]
-- @function [parent=#CDOTA_PlayerResource] IsBroadcaster
-- @param self
-- @return bool
-- @param iPlayerID int
function CDOTA_PlayerResource.IsBroadcaster( self , iPlayerID ) end

---[[ CDOTA_PlayerResource.IsDisableHelpSetForPlayerID   ]]
-- @function [parent=#CDOTA_PlayerResource] IsDisableHelpSetForPlayerID
-- @param self
-- @return bool
-- @param nPlayerID int
-- @param nOtherPlayerID int
function CDOTA_PlayerResource.IsDisableHelpSetForPlayerID( nPlayerID, nOtherPlayerID ) end

---[[ CDOTA_PlayerResource.IsFakeClient   ]]
-- @function [parent=#CDOTA_PlayerResource] IsFakeClient
-- @param self
-- @return bool
-- @param iPlayerID int
function CDOTA_PlayerResource.IsFakeClient( self , iPlayerID ) end

---[[ CDOTA_PlayerResource.IsHeroSelected   ]]
-- @function [parent=#CDOTA_PlayerResource] IsHeroSelected
-- @param self
-- @return bool
-- @param pHeroname string
function CDOTA_PlayerResource.IsHeroSelected( self , pHeroname ) end

---[[ CDOTA_PlayerResource.IsHeroSharedWithPlayerID   ]]
-- @function [parent=#CDOTA_PlayerResource] IsHeroSharedWithPlayerID
-- @param self
-- @return bool
-- @param nUnitOwnerPlayerID int
-- @param nOtherPlayerID int
function CDOTA_PlayerResource.IsHeroSharedWithPlayerID( nUnitOwnerPlayerID, nOtherPlayerID ) end

---[[ CDOTA_PlayerResource.IsValidPlayer   ]]
-- @function [parent=#CDOTA_PlayerResource] IsValidPlayer
-- @param self
-- @return bool
-- @param iPlayerID int
function CDOTA_PlayerResource.IsValidPlayer( self , iPlayerID ) end

---[[ CDOTA_PlayerResource.IsValidPlayerID   ]]
-- @function [parent=#CDOTA_PlayerResource] IsValidPlayerID
-- @param self
-- @return bool
-- @param iPlayerID int
function CDOTA_PlayerResource.IsValidPlayerID( self , iPlayerID ) end

---[[ CDOTA_PlayerResource.IsValidTeamPlayer   ]]
-- @function [parent=#CDOTA_PlayerResource] IsValidTeamPlayer
-- @param self
-- @return bool
-- @param iPlayerID int
function CDOTA_PlayerResource.IsValidTeamPlayer( self , iPlayerID ) end

---[[ CDOTA_PlayerResource.IsValidTeamPlayerID   ]]
-- @function [parent=#CDOTA_PlayerResource] IsValidTeamPlayerID
-- @param self
-- @return bool
-- @param iPlayerID int
function CDOTA_PlayerResource.IsValidTeamPlayerID( self , iPlayerID ) end

---[[ CDOTA_PlayerResource.ModifyGold   ]]
-- @function [parent=#CDOTA_PlayerResource] ModifyGold
-- @param self
-- @return int
-- @param iPlayerID int
-- @param iGoldChange int
-- @param bReliable bool
-- @param nReason int
function CDOTA_PlayerResource.ModifyGold( self , iPlayerID, iGoldChange, bReliable, nReason ) end

---[[ CDOTA_PlayerResource.ReplaceHeroWith  (playerID, heroClassName, gold, XP) - replaces the player's hero with a new one of the specified class, gold and XP ]]
-- @function [parent=#CDOTA_PlayerResource] ReplaceHeroWith
-- @param self
-- @return #CDOTA_BaseNPC_Hero
-- @param iPlayerID int
-- @param pszHeroClass string
-- @param nGold int
-- @param nXP int
function CDOTA_PlayerResource.ReplaceHeroWith( self , iPlayerID, pszHeroClass, nGold, nXP ) end

---[[ CDOTA_PlayerResource.ResetBuybackCostTime   ]]
-- @function [parent=#CDOTA_PlayerResource] ResetBuybackCostTime
-- @param self
-- @return #nil
-- @param nPlayerID int
function CDOTA_PlayerResource.ResetBuybackCostTime( nPlayerID ) end

---[[ CDOTA_PlayerResource.ResetTotalEarnedGold   ]]
-- @function [parent=#CDOTA_PlayerResource] ResetTotalEarnedGold
-- @param self
-- @return #nil
-- @param iPlayerID int
function CDOTA_PlayerResource.ResetTotalEarnedGold( self , iPlayerID ) end

---[[ CDOTA_PlayerResource.SetBuybackCooldownTime   ]]
-- @function [parent=#CDOTA_PlayerResource] SetBuybackCooldownTime
-- @param self
-- @return #nil
-- @param nPlayerID int
-- @param flBuybackCooldown float
function CDOTA_PlayerResource.SetBuybackCooldownTime( nPlayerID, flBuybackCooldown ) end

---[[ CDOTA_PlayerResource.SetBuybackGoldLimitTime   ]]
-- @function [parent=#CDOTA_PlayerResource] SetBuybackGoldLimitTime
-- @param self
-- @return #nil
-- @param nPlayerID int
-- @param flBuybackCooldown float
function CDOTA_PlayerResource.SetBuybackGoldLimitTime( nPlayerID, flBuybackCooldown ) end

---[[ CDOTA_PlayerResource.SetCameraTarget  (playerID, entity) - force the given player's camera to follow the given entity ]]
-- @function [parent=#CDOTA_PlayerResource] SetCameraTarget
-- @param self
-- @return #nil
-- @param nPlayerID int
-- @param hTarget handle
function CDOTA_PlayerResource.SetCameraTarget( nPlayerID, hTarget ) end

---[[ CDOTA_PlayerResource.SetCustomBuybackCooldown  Set the buyback cooldown for this player. ]]
-- @function [parent=#CDOTA_PlayerResource] SetCustomBuybackCooldown
-- @param self
-- @return #nil
-- @param iPlayerID int
-- @param flCooldownTime float
function CDOTA_PlayerResource.SetCustomBuybackCooldown( self , iPlayerID, flCooldownTime ) end

---[[ CDOTA_PlayerResource.SetCustomBuybackCost  Set the buyback cost for this player. ]]
-- @function [parent=#CDOTA_PlayerResource] SetCustomBuybackCost
-- @param self
-- @return #nil
-- @param iPlayerID int
-- @param iGoldCost int
function CDOTA_PlayerResource.SetCustomBuybackCost( self , iPlayerID, iGoldCost ) end

---[[ CDOTA_PlayerResource.SetCustomPlayerColor  Set custom color for player (minimap, scoreboard, etc) ]]
-- @function [parent=#CDOTA_PlayerResource] SetCustomPlayerColor
-- @param self
-- @return #nil
-- @param iPlayerID int
-- @param r int
-- @param g int
-- @param b int
function CDOTA_PlayerResource.SetCustomPlayerColor( self , iPlayerID, r, g, b ) end

---[[ CDOTA_PlayerResource.SetCustomTeamAssignment  Set custom team assignment for this player. ]]
-- @function [parent=#CDOTA_PlayerResource] SetCustomTeamAssignment
-- @param self
-- @return #nil
-- @param iPlayerID int
-- @param iTeamAssignment int
function CDOTA_PlayerResource.SetCustomTeamAssignment( self , iPlayerID, iTeamAssignment ) end

---[[ CDOTA_PlayerResource.SetGold   ]]
-- @function [parent=#CDOTA_PlayerResource] SetGold
-- @param self
-- @return #nil
-- @param iPlayerID int
-- @param iGold int
-- @param bReliable bool
function CDOTA_PlayerResource.SetGold( self , iPlayerID, iGold, bReliable ) end

---[[ CDOTA_PlayerResource.SetHasRandomed   ]]
-- @function [parent=#CDOTA_PlayerResource] SetHasRandomed
-- @param self
-- @return #nil
-- @param iPlayerID int
function CDOTA_PlayerResource.SetHasRandomed( self , iPlayerID ) end

---[[ CDOTA_PlayerResource.SetHasRepicked   ]]
-- @function [parent=#CDOTA_PlayerResource] SetHasRepicked
-- @param self
-- @return #nil
-- @param iPlayerID int
function CDOTA_PlayerResource.SetHasRepicked( self , iPlayerID ) end

---[[ CDOTA_PlayerResource.SetLastBuybackTime   ]]
-- @function [parent=#CDOTA_PlayerResource] SetLastBuybackTime
-- @param self
-- @return #nil
-- @param iPlayerID int
-- @param iLastBuybackTime int
function CDOTA_PlayerResource.SetLastBuybackTime( self , iPlayerID, iLastBuybackTime ) end

---[[ CDOTA_PlayerResource.SetOverrideSelectionEntity  Set the forced selection entity for a player. ]]
-- @function [parent=#CDOTA_PlayerResource] SetOverrideSelectionEntity
-- @param self
-- @return #nil
-- @param nPlayerID int
-- @param hEntity handle
function CDOTA_PlayerResource.SetOverrideSelectionEntity( nPlayerID, hEntity ) end

---[[ CDOTA_PlayerResource.SetPlayerReservedState   ]]
-- @function [parent=#CDOTA_PlayerResource] SetPlayerReservedState
-- @param self
-- @return #nil
-- @param iPlayerID int
-- @param bReserved bool
function CDOTA_PlayerResource.SetPlayerReservedState( self , iPlayerID, bReserved ) end

---[[ CDOTA_PlayerResource.SetUnitShareMaskForPlayer   ]]
-- @function [parent=#CDOTA_PlayerResource] SetUnitShareMaskForPlayer
-- @param self
-- @return #nil
-- @param nPlayerID int
-- @param nOtherPlayerID int
-- @param nFlag int
-- @param bState bool
function CDOTA_PlayerResource.SetUnitShareMaskForPlayer( nPlayerID, nOtherPlayerID, nFlag, bState ) end

---[[ CDOTA_PlayerResource.SpendGold   ]]
-- @function [parent=#CDOTA_PlayerResource] SpendGold
-- @param self
-- @return #nil
-- @param iPlayerID int
-- @param iCost int
-- @param iReason int
function CDOTA_PlayerResource.SpendGold( self , iPlayerID, iCost, iReason ) end

---[[ CDOTA_PlayerResource.UpdateTeamSlot   ]]
-- @function [parent=#CDOTA_PlayerResource] UpdateTeamSlot
-- @param self
-- @return #nil
-- @param iPlayerID int
-- @param iTeamNumber int
-- @param desiredSlot int
function CDOTA_PlayerResource.UpdateTeamSlot( self , iPlayerID, iTeamNumber, desiredSlot ) end

---[[ CDOTA_PlayerResource.WhoSelectedHero   ]]
-- @function [parent=#CDOTA_PlayerResource] WhoSelectedHero
-- @param self
-- @return int
-- @param pHeroFilename string
function CDOTA_PlayerResource.WhoSelectedHero( self , pHeroFilename ) end

---[[ CDOTA_SimpleObstruction.IsEnabled  Returns whether the obstruction is currently active ]]
-- @function [parent=#CDOTA_SimpleObstruction] IsEnabled
-- @param self
-- @return bool
function CDOTA_SimpleObstruction.IsEnabled( self ) end

---[[ CDOTA_SimpleObstruction.SetEnabled  Enable or disable the obstruction ]]
-- @function [parent=#CDOTA_SimpleObstruction] SetEnabled
-- @param self
-- @return #nil
-- @param bEnabled bool
-- @param bForce bool
function CDOTA_SimpleObstruction.SetEnabled( self , bEnabled, bForce ) end

---[[ CDOTA_Unit_Courier.UpgradeToFlyingCourier  Upgrade to a flying courier ]]
-- @function [parent=#CDOTA_Unit_Courier] UpgradeToFlyingCourier
-- @param self
-- @return bool
function CDOTA_Unit_Courier.UpgradeToFlyingCourier( self ) end

---[[ CDOTA_Unit_Nian.GetHorn  Is the Nian horn? ]]
-- @function [parent=#CDOTA_Unit_Nian] GetHorn
-- @param self
-- @return handle
function CDOTA_Unit_Nian.GetHorn( self ) end

---[[ CDOTA_Unit_Nian.GetTail  Is the Nian's tail broken? ]]
-- @function [parent=#CDOTA_Unit_Nian] GetTail
-- @param self
-- @return handle
function CDOTA_Unit_Nian.GetTail( self ) end

---[[ CDOTA_Unit_Nian.IsHornAlive  Is the Nian's horn broken? ]]
-- @function [parent=#CDOTA_Unit_Nian] IsHornAlive
-- @param self
-- @return bool
function CDOTA_Unit_Nian.IsHornAlive( self ) end

---[[ CDOTA_Unit_Nian.IsTailAlive  Is the Nian's tail broken? ]]
-- @function [parent=#CDOTA_Unit_Nian] IsTailAlive
-- @param self
-- @return bool
function CDOTA_Unit_Nian.IsTailAlive( self ) end

---[[ CDebugOverlayScriptHelper.Axis  Draws an axis. Specify origin + orientation in world space. ]]
-- @function [parent=#CDebugOverlayScriptHelper] Axis
-- @param self
-- @return #nil
-- @param Vector_1 Vector
-- @param Quaternion_2 Quaternion
-- @param float_3 float
-- @param bool_4 bool
-- @param float_5 float
function CDebugOverlayScriptHelper.Axis( self , vector_1, Quaternion_2, float_3, bool_4, float_5 ) end

---[[ CDebugOverlayScriptHelper.Box  Draws a world-space axis-aligned box. Specify bounds in world space. ]]
-- @function [parent=#CDebugOverlayScriptHelper] Box
-- @param self
-- @return #nil
-- @param Vector_1 Vector
-- @param Vector_2 Vector
-- @param int_3 int
-- @param int_4 int
-- @param int_5 int
-- @param int_6 int
-- @param bool_7 bool
-- @param float_8 float
function CDebugOverlayScriptHelper.Box( self , vector_1, Vector_2, int_3, int_4, int_5, int_6, bool_7, float_8 ) end

---[[ CDebugOverlayScriptHelper.BoxAngles  Draws an oriented box at the origin. Specify bounds in local space. ]]
-- @function [parent=#CDebugOverlayScriptHelper] BoxAngles
-- @param self
-- @return #nil
-- @param Vector_1 Vector
-- @param Vector_2 Vector
-- @param Vector_3 Vector
-- @param Quaternion_4 Quaternion
-- @param int_5 int
-- @param int_6 int
-- @param int_7 int
-- @param int_8 int
-- @param bool_9 bool
-- @param float_10 float
function CDebugOverlayScriptHelper.BoxAngles( self , vector_1, Vector_2, Vector_3, Quaternion_4, int_5, int_6, int_7, int_8, bool_9, float_10 ) end

---[[ CDebugOverlayScriptHelper.Capsule  Draws a capsule. Specify base in world space. ]]
-- @function [parent=#CDebugOverlayScriptHelper] Capsule
-- @param self
-- @return #nil
-- @param Vector_1 Vector
-- @param Quaternion_2 Quaternion
-- @param float_3 float
-- @param float_4 float
-- @param int_5 int
-- @param int_6 int
-- @param int_7 int
-- @param int_8 int
-- @param bool_9 bool
-- @param float_10 float
function CDebugOverlayScriptHelper.Capsule( self , vector_1, Quaternion_2, float_3, float_4, int_5, int_6, int_7, int_8, bool_9, float_10 ) end

---[[ CDebugOverlayScriptHelper.Circle  Draws a circle. Specify center in world space. ]]
-- @function [parent=#CDebugOverlayScriptHelper] Circle
-- @param self
-- @return #nil
-- @param Vector_1 Vector
-- @param Quaternion_2 Quaternion
-- @param float_3 float
-- @param int_4 int
-- @param int_5 int
-- @param int_6 int
-- @param int_7 int
-- @param bool_8 bool
-- @param float_9 float
function CDebugOverlayScriptHelper.Circle( self , vector_1, Quaternion_2, float_3, int_4, int_5, int_6, int_7, bool_8, float_9 ) end

---[[ CDebugOverlayScriptHelper.CircleScreenOriented  Draws a circle oriented to the screen. Specify center in world space. ]]
-- @function [parent=#CDebugOverlayScriptHelper] CircleScreenOriented
-- @param self
-- @return #nil
-- @param Vector_1 Vector
-- @param float_2 float
-- @param int_3 int
-- @param int_4 int
-- @param int_5 int
-- @param int_6 int
-- @param bool_7 bool
-- @param float_8 float
function CDebugOverlayScriptHelper.CircleScreenOriented( self , vector_1, float_2, int_3, int_4, int_5, int_6, bool_7, float_8 ) end

---[[ CDebugOverlayScriptHelper.Cone  Draws a wireframe cone. Specify endpoint and direction in world space. ]]
-- @function [parent=#CDebugOverlayScriptHelper] Cone
-- @param self
-- @return #nil
-- @param Vector_1 Vector
-- @param Vector_2 Vector
-- @param float_3 float
-- @param float_4 float
-- @param int_5 int
-- @param int_6 int
-- @param int_7 int
-- @param int_8 int
-- @param bool_9 bool
-- @param float_10 float
function CDebugOverlayScriptHelper.Cone( self , vector_1, Vector_2, float_3, float_4, int_5, int_6, int_7, int_8, bool_9, float_10 ) end

---[[ CDebugOverlayScriptHelper.Cross  Draws a screen-aligned cross. Specify origin in world space. ]]
-- @function [parent=#CDebugOverlayScriptHelper] Cross
-- @param self
-- @return #nil
-- @param Vector_1 Vector
-- @param float_2 float
-- @param int_3 int
-- @param int_4 int
-- @param int_5 int
-- @param int_6 int
-- @param bool_7 bool
-- @param float_8 float
function CDebugOverlayScriptHelper.Cross( self , vector_1, float_2, int_3, int_4, int_5, int_6, bool_7, float_8 ) end

---[[ CDebugOverlayScriptHelper.Cross3D  Draws a world-aligned cross. Specify origin in world space. ]]
-- @function [parent=#CDebugOverlayScriptHelper] Cross3D
-- @param self
-- @return #nil
-- @param Vector_1 Vector
-- @param float_2 float
-- @param int_3 int
-- @param int_4 int
-- @param int_5 int
-- @param int_6 int
-- @param bool_7 bool
-- @param float_8 float
function CDebugOverlayScriptHelper.Cross3D( self , vector_1, float_2, int_3, int_4, int_5, int_6, bool_7, float_8 ) end

---[[ CDebugOverlayScriptHelper.Cross3DOriented  Draws an oriented cross. Specify origin in world space. ]]
-- @function [parent=#CDebugOverlayScriptHelper] Cross3DOriented
-- @param self
-- @return #nil
-- @param Vector_1 Vector
-- @param Quaternion_2 Quaternion
-- @param float_3 float
-- @param int_4 int
-- @param int_5 int
-- @param int_6 int
-- @param int_7 int
-- @param bool_8 bool
-- @param float_9 float
function CDebugOverlayScriptHelper.Cross3DOriented( self , vector_1, Quaternion_2, float_3, int_4, int_5, int_6, int_7, bool_8, float_9 ) end

---[[ CDebugOverlayScriptHelper.DrawTickMarkedLine  Draws a dashed line. Specify endpoints in world space. ]]
-- @function [parent=#CDebugOverlayScriptHelper] DrawTickMarkedLine
-- @param self
-- @return #nil
-- @param Vector_1 Vector
-- @param Vector_2 Vector
-- @param float_3 float
-- @param int_4 int
-- @param int_5 int
-- @param int_6 int
-- @param int_7 int
-- @param int_8 int
-- @param bool_9 bool
-- @param float_10 float
function CDebugOverlayScriptHelper.DrawTickMarkedLine( self , vector_1, Vector_2, float_3, int_4, int_5, int_6, int_7, int_8, bool_9, float_10 ) end

---[[ CDebugOverlayScriptHelper.EntityAttachments  Draws the attachments of the entity ]]
-- @function [parent=#CDebugOverlayScriptHelper] EntityAttachments
-- @param self
-- @return #nil
-- @param ehandle_1 ehandle
-- @param float_2 float
-- @param float_3 float
function CDebugOverlayScriptHelper.EntityAttachments( self , ehandle_1, float_2, float_3 ) end

---[[ CDebugOverlayScriptHelper.EntityAxis  Draws the axis of the entity origin ]]
-- @function [parent=#CDebugOverlayScriptHelper] EntityAxis
-- @param self
-- @return #nil
-- @param ehandle_1 ehandle
-- @param float_2 float
-- @param bool_3 bool
-- @param float_4 float
function CDebugOverlayScriptHelper.EntityAxis( self , ehandle_1, float_2, bool_3, float_4 ) end

---[[ CDebugOverlayScriptHelper.EntityBounds  Draws bounds of an entity ]]
-- @function [parent=#CDebugOverlayScriptHelper] EntityBounds
-- @param self
-- @return #nil
-- @param ehandle_1 ehandle
-- @param int_2 int
-- @param int_3 int
-- @param int_4 int
-- @param int_5 int
-- @param bool_6 bool
-- @param float_7 float
function CDebugOverlayScriptHelper.EntityBounds( self , ehandle_1, int_2, int_3, int_4, int_5, bool_6, float_7 ) end

---[[ CDebugOverlayScriptHelper.EntitySkeleton  Draws the skeleton of the entity ]]
-- @function [parent=#CDebugOverlayScriptHelper] EntitySkeleton
-- @param self
-- @return #nil
-- @param ehandle_1 ehandle
-- @param float_2 float
function CDebugOverlayScriptHelper.EntitySkeleton( self , ehandle_1, float_2 ) end

---[[ CDebugOverlayScriptHelper.EntityText  Draws text on an entity ]]
-- @function [parent=#CDebugOverlayScriptHelper] EntityText
-- @param self
-- @return #nil
-- @param ehandle_1 ehandle
-- @param int_2 int
-- @param string_3 string
-- @param int_4 int
-- @param int_5 int
-- @param int_6 int
-- @param int_7 int
-- @param float_8 float
function CDebugOverlayScriptHelper.EntityText( self , ehandle_1, int_2, string_3, int_4, int_5, int_6, int_7, float_8 ) end

---[[ CDebugOverlayScriptHelper.FilledRect2D  Draws a screen-space filled 2D rectangle. Coordinates are in pixels. ]]
-- @function [parent=#CDebugOverlayScriptHelper] FilledRect2D
-- @param self
-- @return #nil
-- @param Vector2D_1 Vector2D
-- @param Vector2D_2 Vector2D
-- @param int_3 int
-- @param int_4 int
-- @param int_5 int
-- @param int_6 int
-- @param float_7 float
function CDebugOverlayScriptHelper.FilledRect2D( self , vector2D_1, Vector2D_2, int_3, int_4, int_5, int_6, float_7 ) end

---[[ CDebugOverlayScriptHelper.HorzArrow  Draws a horizontal arrow. Specify endpoints in world space. ]]
-- @function [parent=#CDebugOverlayScriptHelper] HorzArrow
-- @param self
-- @return #nil
-- @param Vector_1 Vector
-- @param Vector_2 Vector
-- @param float_3 float
-- @param int_4 int
-- @param int_5 int
-- @param int_6 int
-- @param int_7 int
-- @param bool_8 bool
-- @param float_9 float
function CDebugOverlayScriptHelper.HorzArrow( self , vector_1, Vector_2, float_3, int_4, int_5, int_6, int_7, bool_8, float_9 ) end

---[[ CDebugOverlayScriptHelper.Line  Draws a line between two points ]]
-- @function [parent=#CDebugOverlayScriptHelper] Line
-- @param self
-- @return #nil
-- @param Vector_1 Vector
-- @param Vector_2 Vector
-- @param int_3 int
-- @param int_4 int
-- @param int_5 int
-- @param int_6 int
-- @param bool_7 bool
-- @param float_8 float
function CDebugOverlayScriptHelper.Line( self , vector_1, Vector_2, int_3, int_4, int_5, int_6, bool_7, float_8 ) end

---[[ CDebugOverlayScriptHelper.Line2D  Draws a line between two points in screenspace ]]
-- @function [parent=#CDebugOverlayScriptHelper] Line2D
-- @param self
-- @return #nil
-- @param Vector2D_1 Vector2D
-- @param Vector2D_2 Vector2D
-- @param int_3 int
-- @param int_4 int
-- @param int_5 int
-- @param int_6 int
-- @param float_7 float
function CDebugOverlayScriptHelper.Line2D( self , vector2D_1, Vector2D_2, int_3, int_4, int_5, int_6, float_7 ) end

---[[ CDebugOverlayScriptHelper.PopDebugOverlayScope  Pops the identifier used to group overlays. Overlays marked with this identifier can be deleted in a big batch. ]]
-- @function [parent=#CDebugOverlayScriptHelper] PopDebugOverlayScope
-- @param self
-- @return #nil
function CDebugOverlayScriptHelper.PopDebugOverlayScope( self ) end

---[[ CDebugOverlayScriptHelper.PushAndClearDebugOverlayScope  Pushes an identifier used to group overlays. Deletes all existing overlays using this overlay id. ]]
-- @function [parent=#CDebugOverlayScriptHelper] PushAndClearDebugOverlayScope
-- @param self
-- @return #nil
-- @param utlstringtoken_1 utlstringtoken
function CDebugOverlayScriptHelper.PushAndClearDebugOverlayScope( self , utlstringtoken_1 ) end

---[[ CDebugOverlayScriptHelper.PushDebugOverlayScope  Pushes an identifier used to group overlays. Overlays marked with this identifier can be deleted in a big batch. ]]
-- @function [parent=#CDebugOverlayScriptHelper] PushDebugOverlayScope
-- @param self
-- @return #nil
-- @param utlstringtoken_1 utlstringtoken
function CDebugOverlayScriptHelper.PushDebugOverlayScope( self , utlstringtoken_1 ) end

---[[ CDebugOverlayScriptHelper.RemoveAllInScope  Removes all overlays marked with a specific identifier, regardless of their lifetime. ]]
-- @function [parent=#CDebugOverlayScriptHelper] RemoveAllInScope
-- @param self
-- @return #nil
-- @param utlstringtoken_1 utlstringtoken
function CDebugOverlayScriptHelper.RemoveAllInScope( self , utlstringtoken_1 ) end

---[[ CDebugOverlayScriptHelper.SolidCone  Draws a solid cone. Specify endpoint and direction in world space. ]]
-- @function [parent=#CDebugOverlayScriptHelper] SolidCone
-- @param self
-- @return #nil
-- @param Vector_1 Vector
-- @param Vector_2 Vector
-- @param float_3 float
-- @param float_4 float
-- @param int_5 int
-- @param int_6 int
-- @param int_7 int
-- @param int_8 int
-- @param bool_9 bool
-- @param float_10 float
function CDebugOverlayScriptHelper.SolidCone( self , vector_1, Vector_2, float_3, float_4, int_5, int_6, int_7, int_8, bool_9, float_10 ) end

---[[ CDebugOverlayScriptHelper.Sphere  Draws a wireframe sphere. Specify center in world space. ]]
-- @function [parent=#CDebugOverlayScriptHelper] Sphere
-- @param self
-- @return #nil
-- @param Vector_1 Vector
-- @param float_2 float
-- @param int_3 int
-- @param int_4 int
-- @param int_5 int
-- @param int_6 int
-- @param bool_7 bool
-- @param float_8 float
function CDebugOverlayScriptHelper.Sphere( self , vector_1, float_2, int_3, int_4, int_5, int_6, bool_7, float_8 ) end

---[[ CDebugOverlayScriptHelper.SweptBox  Draws a swept box. Specify endpoints in world space and the bounds in local space. ]]
-- @function [parent=#CDebugOverlayScriptHelper] SweptBox
-- @param self
-- @return #nil
-- @param Vector_1 Vector
-- @param Vector_2 Vector
-- @param Vector_3 Vector
-- @param Vector_4 Vector
-- @param Quaternion_5 Quaternion
-- @param int_6 int
-- @param int_7 int
-- @param int_8 int
-- @param int_9 int
-- @param float_10 float
function CDebugOverlayScriptHelper.SweptBox( self , vector_1, Vector_2, Vector_3, Vector_4, Quaternion_5, int_6, int_7, int_8, int_9, float_10 ) end

---[[ CDebugOverlayScriptHelper.Text  Draws 2D text. Specify origin in world space. ]]
-- @function [parent=#CDebugOverlayScriptHelper] Text
-- @param self
-- @return #nil
-- @param Vector_1 Vector
-- @param int_2 int
-- @param string_3 string
-- @param float_4 float
-- @param int_5 int
-- @param int_6 int
-- @param int_7 int
-- @param int_8 int
-- @param float_9 float
function CDebugOverlayScriptHelper.Text( self , vector_1, int_2, string_3, float_4, int_5, int_6, int_7, int_8, float_9 ) end

---[[ CDebugOverlayScriptHelper.Texture  Draws a screen-space texture. Coordinates are in pixels. ]]
-- @function [parent=#CDebugOverlayScriptHelper] Texture
-- @param self
-- @return #nil
-- @param string_1 string
-- @param Vector2D_2 Vector2D
-- @param Vector2D_3 Vector2D
-- @param int_4 int
-- @param int_5 int
-- @param int_6 int
-- @param int_7 int
-- @param Vector2D_8 Vector2D
-- @param Vector2D_9 Vector2D
-- @param float_10 float
function CDebugOverlayScriptHelper.Texture( self , string_1, Vector2D_2, Vector2D_3, int_4, int_5, int_6, int_7, Vector2D_8, Vector2D_9, float_10 ) end

---[[ CDebugOverlayScriptHelper.Triangle  Draws a filled triangle. Specify vertices in world space. ]]
-- @function [parent=#CDebugOverlayScriptHelper] Triangle
-- @param self
-- @return #nil
-- @param Vector_1 Vector
-- @param Vector_2 Vector
-- @param Vector_3 Vector
-- @param int_4 int
-- @param int_5 int
-- @param int_6 int
-- @param int_7 int
-- @param bool_8 bool
-- @param float_9 float
function CDebugOverlayScriptHelper.Triangle( self , vector_1, Vector_2, Vector_3, int_4, int_5, int_6, int_7, bool_8, float_9 ) end

---[[ CDebugOverlayScriptHelper.UnitTestCycleOverlayRenderType  Toggles the overlay render type, for unit tests ]]
-- @function [parent=#CDebugOverlayScriptHelper] UnitTestCycleOverlayRenderType
-- @param self
-- @return #nil
function CDebugOverlayScriptHelper.UnitTestCycleOverlayRenderType( self ) end

---[[ CDebugOverlayScriptHelper.VectorText3D  Draws 3D text. Specify origin + orientation in world space. ]]
-- @function [parent=#CDebugOverlayScriptHelper] VectorText3D
-- @param self
-- @return #nil
-- @param Vector_1 Vector
-- @param Quaternion_2 Quaternion
-- @param string_3 string
-- @param int_4 int
-- @param int_5 int
-- @param int_6 int
-- @param int_7 int
-- @param bool_8 bool
-- @param float_9 float
function CDebugOverlayScriptHelper.VectorText3D( self , vector_1, Quaternion_2, string_3, int_4, int_5, int_6, int_7, bool_8, float_9 ) end

---[[ CDebugOverlayScriptHelper.VertArrow  Draws a vertical arrow. Specify endpoints in world space. ]]
-- @function [parent=#CDebugOverlayScriptHelper] VertArrow
-- @param self
-- @return #nil
-- @param Vector_1 Vector
-- @param Vector_2 Vector
-- @param float_3 float
-- @param int_4 int
-- @param int_5 int
-- @param int_6 int
-- @param int_7 int
-- @param bool_8 bool
-- @param float_9 float
function CDebugOverlayScriptHelper.VertArrow( self , vector_1, Vector_2, float_3, int_4, int_5, int_6, int_7, bool_8, float_9 ) end

---[[ CDebugOverlayScriptHelper.YawArrow  Draws a arrow associated with a specific yaw. Specify endpoints in world space. ]]
-- @function [parent=#CDebugOverlayScriptHelper] YawArrow
-- @param self
-- @return #nil
-- @param Vector_1 Vector
-- @param float_2 float
-- @param float_3 float
-- @param float_4 float
-- @param int_5 int
-- @param int_6 int
-- @param int_7 int
-- @param int_8 int
-- @param bool_9 bool
-- @param float_10 float
function CDebugOverlayScriptHelper.YawArrow( self , vector_1, float_2, float_3, float_4, int_5, int_6, int_7, int_8, bool_9, float_10 ) end

---[[ CDotaQuest.AddSubquest  Add a subquest to this quest ]]
-- @function [parent=#CDotaQuest] AddSubquest
-- @param self
-- @return #nil
-- @param hSubquest handle
function CDotaQuest.AddSubquest( self , hSubquest ) end

---[[ CDotaQuest.CompleteQuest  Mark this quest complete ]]
-- @function [parent=#CDotaQuest] CompleteQuest
-- @param self
-- @return #nil
function CDotaQuest.CompleteQuest( self ) end

---[[ CDotaQuest.GetSubquest  Finds a subquest from this quest by index ]]
-- @function [parent=#CDotaQuest] GetSubquest
-- @param self
-- @return handle
-- @param nIndex int
function CDotaQuest.GetSubquest( nIndex ) end

---[[ CDotaQuest.GetSubquestByName  Finds a subquest from this quest by name ]]
-- @function [parent=#CDotaQuest] GetSubquestByName
-- @param self
-- @return handle
-- @param pszName string
function CDotaQuest.GetSubquestByName( self , pszName ) end

---[[ CDotaQuest.RemoveSubquest  Remove a subquest from this quest ]]
-- @function [parent=#CDotaQuest] RemoveSubquest
-- @param self
-- @return #nil
-- @param hSubquest handle
function CDotaQuest.RemoveSubquest( self , hSubquest ) end

---[[ CDotaQuest.SetTextReplaceString  Set the text replace string for this quest ]]
-- @function [parent=#CDotaQuest] SetTextReplaceString
-- @param self
-- @return #nil
-- @param pszString string
function CDotaQuest.SetTextReplaceString( self , pszString ) end

---[[ CDotaQuest.SetTextReplaceValue  Set a quest value ]]
-- @function [parent=#CDotaQuest] SetTextReplaceValue
-- @param self
-- @return #nil
-- @param valueSlot int
-- @param value int
function CDotaQuest.SetTextReplaceValue( self , valueSlot, value ) end

---[[ CDotaSubquestBase.CompleteSubquest  Mark this subquest complete ]]
-- @function [parent=#CDotaSubquestBase] CompleteSubquest
-- @param self
-- @return #nil
function CDotaSubquestBase.CompleteSubquest( self ) end

---[[ CDotaSubquestBase.SetTextReplaceString  Set the text replace string for this subquest ]]
-- @function [parent=#CDotaSubquestBase] SetTextReplaceString
-- @param self
-- @return #nil
-- @param pszString string
function CDotaSubquestBase.SetTextReplaceString( self , pszString ) end

---[[ CDotaSubquestBase.SetTextReplaceValue  Set a subquest value ]]
-- @function [parent=#CDotaSubquestBase] SetTextReplaceValue
-- @param self
-- @return #nil
-- @param valueSlot int
-- @param value int
function CDotaSubquestBase.SetTextReplaceValue( self , valueSlot, value ) end

---[[ CEntities.CreateByClassname  Creates an entity by classname ]]
-- @function [parent=#CEntities] CreateByClassname
-- @param self
-- @return #CBaseEntity
-- @param string_1 string
function CEntities.CreateByClassname( self , string_1 ) end

---[[ CEntities.FindAllByClassname  Finds all entities by class name. Returns an array containing all the found entities. ]]
-- @function [parent=#CEntities] FindAllByClassname
-- @param self
-- @return #list<#CBaseEntity>
-- @param string_1 string
function CEntities.FindAllByClassname( self , string_1 ) end

---[[ CEntities.FindAllByClassnameWithin  Find entities by class name within a radius. ]]
-- @function [parent=#CEntities] FindAllByClassnameWithin
-- @param self
-- @return #list<#CBaseEntity>
-- @param string_1 string
-- @param Vector_2 Vector
-- @param float_3 float
function CEntities.FindAllByClassnameWithin( self , string_1, Vector_2, float_3 ) end

---[[ CEntities.FindAllByModel  Find entities by model name. ]]
-- @function [parent=#CEntities] FindAllByModel
-- @param self
-- @return #list<#CBaseEntity>
-- @param string_1 string
function CEntities.FindAllByModel( self , string_1 ) end

---[[ CEntities.FindAllByName  Find all entities by name. Returns an array containing all the found entities in it. ]]
-- @function [parent=#CEntities] FindAllByName
-- @param self
-- @return #list<#CBaseEntity>
-- @param string_1 string
function CEntities.FindAllByName( self , string_1 ) end

---[[ CEntities.FindAllByNameWithin  Find entities by name within a radius. ]]
-- @function [parent=#CEntities] FindAllByNameWithin
-- @param self
-- @return #list<#CBaseEntity>
-- @param string_1 string
-- @param Vector_2 Vector
-- @param float_3 float
function CEntities.FindAllByNameWithin( self , string_1, Vector_2, float_3 ) end

---[[ CEntities.FindAllByTarget  Find entities by targetname. ]]
-- @function [parent=#CEntities] FindAllByTarget
-- @param self
-- @return #list<#CBaseEntity>
-- @param string_1 string
function CEntities.FindAllByTarget( self , string_1 ) end

---[[ CEntities.FindAllInSphere  Find entities within a radius. ]]
-- @function [parent=#CEntities] FindAllInSphere
-- @param self
-- @return #list<#CBaseEntity>
-- @param Vector_1 Vector
-- @param float_2 float
function CEntities.FindAllInSphere( self , vector_1, float_2 ) end

---[[ CEntities.FindByClassname  Find entities by class name. Pass 'null' to start an iteration, or reference to a previously found entity to continue a search ]]
-- @function [parent=#CEntities] FindByClassname
-- @param self
-- @return #CBaseEntity
-- @param handle_1 handle
-- @param string_2 string
function CEntities.FindByClassname( self , handle_1, string_2 ) end

---[[ CEntities.FindByClassnameNearest  Find entities by class name nearest to a point. ]]
-- @function [parent=#CEntities] FindByClassnameNearest
-- @param self
-- @return #CBaseEntity
-- @param string_1 string
-- @param Vector_2 Vector
-- @param float_3 float
function CEntities.FindByClassnameNearest( self , string_1, Vector_2, float_3 ) end

---[[ CEntities.FindByClassnameWithin  Find entities by class name within a radius. Pass 'null' to start an iteration, or reference to a previously found entity to continue a search ]]
-- @function [parent=#CEntities] FindByClassnameWithin
-- @param self
-- @return #CBaseEntity
-- @param handle_1 handle
-- @param string_2 string
-- @param Vector_3 Vector
-- @param float_4 float
function CEntities.FindByClassnameWithin( self , handle_1, string_2, Vector_3, float_4 ) end

---[[ CEntities.FindByModel  Find entities by model name. Pass 'null' to start an iteration, or reference to a previously found entity to continue a search ]]
-- @function [parent=#CEntities] FindByModel
-- @param self
-- @return #CBaseEntity
-- @param handle_1 handle
-- @param string_2 string
function CEntities.FindByModel( self , handle_1, string_2 ) end

---[[ CEntities.FindByModelWithin  Find entities by model name within a radius. Pass 'null' to start an iteration, or reference to a previously found entity to continue a search ]]
-- @function [parent=#CEntities] FindByModelWithin
-- @param self
-- @return #CBaseEntity
-- @param handle_1 handle
-- @param string_2 string
-- @param Vector_3 Vector
-- @param float_4 float
function CEntities.FindByModelWithin( self , handle_1, string_2, Vector_3, float_4 ) end

---[[ CEntities.FindByName  Find entities by name. Pass 'null' to start an iteration, or reference to a previously found entity to continue a search ]]
-- @function [parent=#CEntities] FindByName
-- @param self
-- @return #CBaseEntity
-- @param handle_1 handle
-- @param string_2 string
function CEntities.FindByName( self , handle_1, string_2 ) end

---[[ CEntities.FindByNameNearest  Find entities by name nearest to a point. ]]
-- @function [parent=#CEntities] FindByNameNearest
-- @param self
-- @return #CBaseEntity
-- @param string_1 string
-- @param Vector_2 Vector
-- @param float_3 float
function CEntities.FindByNameNearest( self , string_1, Vector_2, float_3 ) end

---[[ CEntities.FindByNameWithin  Find entities by name within a radius. Pass 'null' to start an iteration, or reference to a previously found entity to continue a search ]]
-- @function [parent=#CEntities] FindByNameWithin
-- @param self
-- @return #CBaseEntity
-- @param handle_1 handle
-- @param string_2 string
-- @param Vector_3 Vector
-- @param float_4 float
function CEntities.FindByNameWithin( self , handle_1, string_2, Vector_3, float_4 ) end

---[[ CEntities.FindByTarget  Find entities by targetname. Pass 'null' to start an iteration, or reference to a previously found entity to continue a search ]]
-- @function [parent=#CEntities] FindByTarget
-- @param self
-- @return #CBaseEntity
-- @param handle_1 handle
-- @param string_2 string
function CEntities.FindByTarget( self , handle_1, string_2 ) end

---[[ CEntities.FindInSphere  Find entities within a radius. Pass 'null' to start an iteration, or reference to a previously found entity to continue a search ]]
-- @function [parent=#CEntities] FindInSphere
-- @param self
-- @return #CBaseEntity
-- @param handle_1 handle
-- @param Vector_2 Vector
-- @param float_3 float
function CEntities.FindInSphere( self , handle_1, Vector_2, float_3 ) end

---[[ CEntities.First  Begin an iteration over the list of entities ]]
-- @function [parent=#CEntities] First
-- @param self
-- @return #CBaseEntity
function CEntities.First( self ) end

---[[ CEntities.Next  Continue an iteration over the list of entities, providing reference to a previously found entity ]]
-- @function [parent=#CEntities] Next
-- @param self
-- @return #CBaseEntity
-- @param #CBaseEntity
function CEntities.Next( self , handle_1 ) end

---[[ CEntityInstance.ConnectOutput  Adds an I/O connection that will call the named function on this entity when the specified output fires. ]]
-- @function [parent=#CEntityInstance] ConnectOutput
-- @param self
-- @return #nil
-- @param string_1 string
-- @param string_2 string
function CEntityInstance.ConnectOutput( self , string_1, string_2 ) end

---[[ CEntityInstance.Destroy   ]]
-- @function [parent=#CEntityInstance] Destroy
-- @param self
-- @return #nil
function CEntityInstance.Destroy( self ) end

---[[ CEntityInstance.DisconnectOutput  Removes a connected script function from an I/O event on this entity. ]]
-- @function [parent=#CEntityInstance] DisconnectOutput
-- @param self
-- @return #nil
-- @param string_1 string
-- @param string_2 string
function CEntityInstance.DisconnectOutput( self , string_1, string_2 ) end

---[[ CEntityInstance.DisconnectRedirectedOutput  Removes a connected script function from an I/O event on the passed entity. ]]
-- @function [parent=#CEntityInstance] DisconnectRedirectedOutput
-- @param self
-- @return #nil
-- @param string_1 string
-- @param string_2 string
-- @param handle_3 handle
function CEntityInstance.DisconnectRedirectedOutput( self , string_1, string_2, handle_3 ) end

---[[ CEntityInstance.FireOutput  Fire an entity output ]]
-- @function [parent=#CEntityInstance] FireOutput
-- @param self
-- @return #nil
-- @param string_1 string
-- @param handle_2 handle
-- @param handle_3 handle
-- @param table_4 table
-- @param float_5 float
function CEntityInstance.FireOutput( self , string_1, handle_2, handle_3, table_4, float_5 ) end

---[[ CEntityInstance.GetClassname   ]]
-- @function [parent=#CEntityInstance] GetClassname
-- @param self
-- @return string
function CEntityInstance.GetClassname( self ) end

---[[ CEntityInstance.GetDebugName  Get the entity name w/help if not defined (i.e. classname/etc) ]]
-- @function [parent=#CEntityInstance] GetDebugName
-- @param self
-- @return string
function CEntityInstance.GetDebugName( self ) end

---[[ CEntityInstance.GetEntityHandle  Get the entity as an EHANDLE ]]
-- @function [parent=#CEntityInstance] GetEntityHandle
-- @param self
-- @return ehandle
function CEntityInstance.GetEntityHandle( self ) end

---[[ CEntityInstance.GetEntityIndex   ]]
-- @function [parent=#CEntityInstance] GetEntityIndex
-- @param self
-- @return int
function CEntityInstance.GetEntityIndex( self ) end

---[[ CEntityInstance.GetIntAttr  Get Integer Attribute ]]
-- @function [parent=#CEntityInstance] GetIntAttr
-- @param self
-- @return int
-- @param string_1 string
function CEntityInstance.GetIntAttr( self , string_1 ) end

---[[ CEntityInstance.GetName   ]]
-- @function [parent=#CEntityInstance] GetName
-- @param self
-- @return string
function CEntityInstance.GetName( self ) end

---[[ CEntityInstance.GetOrCreatePrivateScriptScope  Retrieve, creating if necessary, the private per-instance script-side data associated with an entity ]]
-- @function [parent=#CEntityInstance] GetOrCreatePrivateScriptScope
-- @param self
-- @return handle
function CEntityInstance.GetOrCreatePrivateScriptScope( self ) end

---[[ CEntityInstance.GetOrCreatePublicScriptScope  Retrieve, creating if necessary, the public script-side data associated with an entity ]]
-- @function [parent=#CEntityInstance] GetOrCreatePublicScriptScope
-- @param self
-- @return handle
function CEntityInstance.GetOrCreatePublicScriptScope( self ) end

---[[ CEntityInstance.GetPrivateScriptScope  Retrieve the private per-instance script-side data associated with an entity ]]
-- @function [parent=#CEntityInstance] GetPrivateScriptScope
-- @param self
-- @return handle
function CEntityInstance.GetPrivateScriptScope( self ) end

---[[ CEntityInstance.GetPublicScriptScope  Retrieve the public script-side data associated with an entity ]]
-- @function [parent=#CEntityInstance] GetPublicScriptScope
-- @param self
-- @return handle
function CEntityInstance.GetPublicScriptScope( self ) end

---[[ CEntityInstance.RedirectOutput  Adds an I/O connection that will call the named function on the passed entity when the specified output fires. ]]
-- @function [parent=#CEntityInstance] RedirectOutput
-- @param self
-- @return #nil
-- @param string_1 string
-- @param string_2 string
-- @param handle_3 handle
function CEntityInstance.RedirectOutput( self , string_1, string_2, handle_3 ) end

---[[ CEntityInstance.RemoveSelf  Delete this entity ]]
-- @function [parent=#CEntityInstance] RemoveSelf
-- @param self
-- @return #nil
function CEntityInstance.RemoveSelf( self ) end

---[[ CEntityInstance.SetIntAttr  Set Integer Attribute ]]
-- @function [parent=#CEntityInstance] SetIntAttr
-- @param self
-- @return #nil
-- @param string_1 string
-- @param int_2 int
function CEntityInstance.SetIntAttr( self , string_1, int_2 ) end

---[[ CEntityInstance.entindex   ]]
-- @function [parent=#CEntityInstance] entindex
-- @param self
-- @return int
function CEntityInstance.entindex( self ) end

---[[ CEnvEntityMaker.SpawnEntity  Create an entity at the location of the maker ]]
-- @function [parent=#CEnvEntityMaker] SpawnEntity
-- @param self
-- @return #nil
function CEnvEntityMaker.SpawnEntity( self ) end

---[[ CEnvEntityMaker.SpawnEntityAtEntityOrigin  Create an entity at the location of a specified entity instance ]]
-- @function [parent=#CEnvEntityMaker] SpawnEntityAtEntityOrigin
-- @param self
-- @return #nil
-- @param hEntity handle
function CEnvEntityMaker.SpawnEntityAtEntityOrigin( self , hEntity ) end

---[[ CEnvEntityMaker.SpawnEntityAtLocation  Create an entity at a specified location and orientaton, orientation is Euler angle in degrees (pitch, yaw, roll) ]]
-- @function [parent=#CEnvEntityMaker] SpawnEntityAtLocation
-- @param self
-- @return #nil
-- @param vecAlternateOrigin Vector
-- @param vecAlternateAngles Vector
function CEnvEntityMaker.SpawnEntityAtLocation( self , vecAlternateOrigin, vecAlternateAngles ) end

---[[ CEnvEntityMaker.SpawnEntityAtNamedEntityOrigin  Create an entity at the location of a named entity ]]
-- @function [parent=#CEnvEntityMaker] SpawnEntityAtNamedEntityOrigin
-- @param self
-- @return #nil
-- @param pszName string
function CEnvEntityMaker.SpawnEntityAtNamedEntityOrigin( self , pszName ) end

---[[ CEnvProjectedTexture.SetFarRange  Set light maximum range ]]
-- @function [parent=#CEnvProjectedTexture] SetFarRange
-- @param self
-- @return #nil
-- @param flRange float
function CEnvProjectedTexture.SetFarRange( self , flRange ) end

---[[ CEnvProjectedTexture.SetLinearAttenuation  Set light linear attenuation value ]]
-- @function [parent=#CEnvProjectedTexture] SetLinearAttenuation
-- @param self
-- @return #nil
-- @param flAtten float
function CEnvProjectedTexture.SetLinearAttenuation( self , flAtten ) end

---[[ CEnvProjectedTexture.SetNearRange  Set light minimum range ]]
-- @function [parent=#CEnvProjectedTexture] SetNearRange
-- @param self
-- @return #nil
-- @param flRange float
function CEnvProjectedTexture.SetNearRange( self , flRange ) end

---[[ CEnvProjectedTexture.SetQuadraticAttenuation  Set light quadratic attenuation value ]]
-- @function [parent=#CEnvProjectedTexture] SetQuadraticAttenuation
-- @param self
-- @return #nil
-- @param flAtten float
function CEnvProjectedTexture.SetQuadraticAttenuation( self , flAtten ) end

---[[ CEnvProjectedTexture.SetVolumetrics  Turn on/off light volumetrics. bool bOn, float flIntensity, float flNoise, int nPlanes, float flPlaneOffset ]]
-- @function [parent=#CEnvProjectedTexture] SetVolumetrics
-- @param self
-- @return #nil
-- @param bOn bool
-- @param flIntensity float
-- @param flNoise float
-- @param nPlanes int
-- @param flPlaneOffset float
function CEnvProjectedTexture.SetVolumetrics( self , bOn, flIntensity, flNoise, nPlanes, flPlaneOffset ) end

---[[ CInfoData.QueryColor  Query color data for this key ]]
-- @function [parent=#CInfoData] QueryColor
-- @param self
-- @return #CVector
-- @param tok utlstringtoken
-- @param vDefault Vector
function CInfoData.QueryColor( self , tok, vDefault ) end

---[[ CInfoData.QueryFloat  Query float data for this key ]]
-- @function [parent=#CInfoData] QueryFloat
-- @param self
-- @return float
-- @param tok utlstringtoken
-- @param flDefault float
function CInfoData.QueryFloat( self , tok, flDefault ) end

---[[ CInfoData.QueryInt  Query int data for this key ]]
-- @function [parent=#CInfoData] QueryInt
-- @param self
-- @return int
-- @param tok utlstringtoken
-- @param nDefault int
function CInfoData.QueryInt( self , tok, nDefault ) end

---[[ CInfoData.QueryNumber  Query number data for this key ]]
-- @function [parent=#CInfoData] QueryNumber
-- @param self
-- @return float
-- @param tok utlstringtoken
-- @param flDefault float
function CInfoData.QueryNumber( self , tok, flDefault ) end

---[[ CInfoData.QueryString  Query string data for this key ]]
-- @function [parent=#CInfoData] QueryString
-- @param self
-- @return string
-- @param tok utlstringtoken
-- @param pDefault string
function CInfoData.QueryString( self , tok, pDefault ) end

---[[ CInfoData.QueryVector  Query vector data for this key ]]
-- @function [parent=#CInfoData] QueryVector
-- @param self
-- @return #CVector
-- @param tok utlstringtoken
-- @param vDefault Vector
function CInfoData.QueryVector( self , tok, vDefault ) end

---[[ CMarkupVolumeTagged.HasTag  Does this volume have the given tag. ]]
-- @function [parent=#CMarkupVolumeTagged] HasTag
-- @param self
-- @return bool
-- @param pszTagName string
function CMarkupVolumeTagged.HasTag( self , pszTagName ) end

---[[ CNativeOutputs.AddOutput  Add an output ]]
-- @function [parent=#CNativeOutputs] AddOutput
-- @param self
-- @return #nil
-- @param string_1 string
-- @param string_2 string
function CNativeOutputs.AddOutput( self , string_1, string_2 ) end

---[[ CNativeOutputs.Init  Initialize with number of outputs ]]
-- @function [parent=#CNativeOutputs] Init
-- @param self
-- @return #nil
-- @param int_1 int
function CNativeOutputs.Init( self , int_1 ) end

---[[ CPhysicsComponent.ExpensiveInstantRayCast  Do an instant (i.e. blocking) Ray Cast. Will do a handle/queue version later. Dont plan to use this for real! ]]
-- @function [parent=#CPhysicsComponent] ExpensiveInstantRayCast
-- @param self
-- @return bool
-- @param Vector_1 Vector
-- @param Vector_2 Vector
-- @param handle_3 handle
function CPhysicsComponent.ExpensiveInstantRayCast( self , vector_1, Vector_2, handle_3 ) end

---[[ CPhysicsProp.DisableMotion  Enable motion for the prop ]]
-- @function [parent=#CPhysicsProp] DisableMotion
-- @param self
-- @return #nil
function CPhysicsProp.DisableMotion( self ) end

---[[ CPhysicsProp.EnableMotion  Enable motion for the prop ]]
-- @function [parent=#CPhysicsProp] EnableMotion
-- @param self
-- @return #nil
function CPhysicsProp.EnableMotion( self ) end

---[[ CPointTemplate.DeleteCreatedSpawnGroups  DeleteCreatedSpawnGroups() . Deletes any spawn groups that this point_template has spawned. Note. The point_template will not be deleted by this. ]]
-- @function [parent=#CPointTemplate] DeleteCreatedSpawnGroups
-- @param self
-- @return #nil
function CPointTemplate.DeleteCreatedSpawnGroups( self ) end

---[[ CPointTemplate.ForceSpawn  ForceSpawn() . Spawns all of the entities the point_template is pointing at. ]]
-- @function [parent=#CPointTemplate] ForceSpawn
-- @param self
-- @return #nil
function CPointTemplate.ForceSpawn( self ) end

---[[ CPointTemplate.GetSpawnedEntities  GetSpawnedEntities() . Get the list of the most recent spawned entities ]]
-- @function [parent=#CPointTemplate] GetSpawnedEntities
-- @param self
-- @return #list<#CBaseEntity>
function CPointTemplate.GetSpawnedEntities( self ) end

---[[ CPointTemplate.SetSpawnCallback  SetSpawnCallback( hCallbackFunc, hCallbackScope, hCallbackData ) . Set a callback for when the template spawns entities. The spawned entities will be passed in as an array. ]]
-- @function [parent=#CPointTemplate] SetSpawnCallback
-- @param self
-- @return #nil
-- @param hCallbackFunc handle
-- @param hCallbackScope handle
function CPointTemplate.SetSpawnCallback( self , hCallbackFunc, hCallbackScope ) end

---[[ CPropHMDAvatar.GetVRHand  Get VR hand by ID ]]
-- @function [parent=#CPropHMDAvatar] GetVRHand
-- @param self
-- @return #CPropVRHand
-- @param nHandID int
function CPropHMDAvatar.GetVRHand( nHandID ) end

---[[ CPropVRHand.GetAttachment  Get the attachment on this hand ]]
-- @function [parent=#CPropVRHand] GetAttachment
-- @param self
-- @return handle
function CPropVRHand.GetAttachment( self ) end

---[[ CPropVRHand.SetAttachment  Set the attachment for this hand ]]
-- @function [parent=#CPropVRHand] SetAttachment
-- @param self
-- @return #nil
-- @param hAttachment handle
function CPropVRHand.SetAttachment( self , hAttachment ) end

---[[ CSceneEntity.AddBroadcastTeamTarget  Adds a team (by index) to the broadcast list ]]
-- @function [parent=#CSceneEntity] AddBroadcastTeamTarget
-- @param self
-- @return #nil
-- @param int_1 int
function CSceneEntity.AddBroadcastTeamTarget( self , int_1 ) end

---[[ CSceneEntity.Cancel  Cancel scene playback ]]
-- @function [parent=#CSceneEntity] Cancel
-- @param self
-- @return #nil
function CSceneEntity.Cancel( self ) end

---[[ CSceneEntity.EstimateLength  Returns length of this scene in seconds. ]]
-- @function [parent=#CSceneEntity] EstimateLength
-- @param self
-- @return float
function CSceneEntity.EstimateLength( self ) end

---[[ CSceneEntity.FindCamera  Get the camera ]]
-- @function [parent=#CSceneEntity] FindCamera
-- @param self
-- @return handle
function CSceneEntity.FindCamera( self ) end

---[[ CSceneEntity.FindNamedEntity  given an entity reference, such as !target, get actual entity from scene object ]]
-- @function [parent=#CSceneEntity] FindNamedEntity
-- @param self
-- @return #CBaseEntity
-- @param string_1 string
function CSceneEntity.FindNamedEntity( self , string_1 ) end

---[[ CSceneEntity.IsPaused  If this scene is currently paused. ]]
-- @function [parent=#CSceneEntity] IsPaused
-- @param self
-- @return bool
function CSceneEntity.IsPaused( self ) end

---[[ CSceneEntity.IsPlayingBack  If this scene is currently playing. ]]
-- @function [parent=#CSceneEntity] IsPlayingBack
-- @param self
-- @return bool
function CSceneEntity.IsPlayingBack( self ) end

---[[ CSceneEntity.LoadSceneFromString  given a dummy scene name and a vcd string, load the scene ]]
-- @function [parent=#CSceneEntity] LoadSceneFromString
-- @param self
-- @return bool
-- @param string_1 string
-- @param string_2 string
function CSceneEntity.LoadSceneFromString( self , string_1, string_2 ) end

---[[ CSceneEntity.RemoveBroadcastTeamTarget  Removes a team (by index) from the broadcast list ]]
-- @function [parent=#CSceneEntity] RemoveBroadcastTeamTarget
-- @param self
-- @return #nil
-- @param int_1 int
function CSceneEntity.RemoveBroadcastTeamTarget( self , int_1 ) end

---[[ CSceneEntity.Start  Start scene playback, takes activatorEntity as param ]]
-- @function [parent=#CSceneEntity] Start
-- @param self
-- @return #nil
-- @param handle_1 handle
function CSceneEntity.Start( self , handle_1 ) end

---[[ CScriptHeroList.GetAllHeroes  Returns all the heroes in the world ]]
-- @function [parent=#CScriptHeroList] GetAllHeroes
-- @param self
-- @return #list<#CDOTA_BaseNPC_Hero>
function CScriptHeroList.GetAllHeroes(self  ) end

---[[ CScriptHeroList.GetHero  Get the Nth hero in the Hero List ]]
-- @function [parent=#CScriptHeroList] GetHero
-- @param self
-- @return #CDOTA_BaseNPC_Hero
-- @param int_1 int
function CScriptHeroList.GetHero(self, int_1 ) end

---[[ CScriptHeroList.GetHeroCount  Returns the number of heroes in the world ]]
-- @function [parent=#CScriptHeroList] GetHeroCount
-- @param self
-- @return int
function CScriptHeroList.GetHeroCount(self  ) end

---[[ CScriptKeyValues.GetValue  Reads a spawn key ]]
-- @function [parent=#CScriptKeyValues] GetValue
-- @param self
-- @return table
-- @param string_1 string
function CScriptKeyValues.GetValue( self , string_1 ) end

---[[ CScriptParticleManager.CreateParticle  Creates a new particle effect ]]
-- @function [parent=#CScriptParticleManager] CreateParticle
-- @param self
-- @param #string particleName
-- @param #number particleAttach
-- @param #CBaseEntity owningEntity
-- @return #number
function CScriptParticleManager.CreateParticle(self, string_1, int_2, handle_3 ) end

---[[ CScriptParticleManager.CreateParticleForPlayer  Creates a new particle effect that only plays for the specified player ]]
-- @function [parent=#CSceneEntity] 
-- @param self
-- @return int
-- @param string_1 string
-- @param int_2 int
-- @param handle_3 handle
-- @param handle_4 handle
function CScriptParticleManager.CreateParticleForPlayer(self, string_1, int_2, handle_3, handle_4 ) end

---[[ CScriptParticleManager.CreateParticleForTeam  Creates a new particle effect that only plays for the specified team ]]
-- @function [parent=#CScriptParticleManager] CreateParticleForTeam
-- @param self
-- @return int
-- @param string_1 string
-- @param int_2 int
-- @param handle_3 handle
-- @param int_4 int
function CScriptParticleManager.CreateParticleForTeam(self, string_1, int_2, handle_3, int_4 ) end

---[[ CScriptParticleManager.DestroyParticle  (int index, bool bDestroyImmediately) - Destroy a particle, if bDestroyImmediately destroy it without playing end caps. ]]
-- @function [parent=#CScriptParticleManager] DestroyParticle
-- @param self
-- @return #nil
-- @param #number particleID
-- @param #boolean immediately
function CScriptParticleManager.DestroyParticle(self,  int_1, bool_2 ) end

---[[ CScriptParticleManager.GetParticleReplacement   ]]
-- @function [parent=#CScriptParticleManager] GetParticleReplacement
-- @param self
-- @return #string
-- @param string_1 string
-- @param handle_2 handle
function CScriptParticleManager.GetParticleReplacement(self,  string_1, handle_2 ) end

---[[ CScriptParticleManager.ReleaseParticleIndex  Frees the specified particle index ]]
-- @function [parent=#CSceneEntity] 
-- @param self
-- @return #nil
-- @param int_1 int
function CScriptParticleManager.ReleaseParticleIndex(self,  int_1 ) end

---[[ CScriptParticleManager.SetParticleAlwaysSimulate   ]]
-- @function [parent=#CScriptParticleManager] SetParticleAlwaysSimulate
-- @param self
-- @return #nil
-- @param int_1 int
function CScriptParticleManager.SetParticleAlwaysSimulate(self,  int_1 ) end

---[[ CScriptParticleManager.SetParticleControl  Set the control point data for a control on a particle effect ]]
-- @function [parent=#CScriptParticleManager] SetParticleControl
-- @param self
-- @return #nil
-- @param #number 
-- @param int_2 int
-- @param Vector_3 Vector
function CScriptParticleManager.SetParticleControl(self,  int_1, int_2, Vector_3 ) end

---[[ CScriptParticleManager.SetParticleControlEnt   ]]
-- @function [parent=#CScriptParticleManager] SetParticleControlEnt
-- @param self
-- @return #nil
-- @param int_1 int
-- @param int_2 int
-- @param handle_3 handle
-- @param int_4 int
-- @param string_5 string
-- @param Vector_6 Vector
-- @param bool_7 bool
function CScriptParticleManager.SetParticleControlEnt(self,  int_1, int_2, handle_3, int_4, string_5, Vector_6, bool_7 ) end

---[[ CScriptParticleManager.SetParticleControlForward  (int nFXIndex, int nPoint, vForward) ]]
-- @function [parent=#CScriptParticleManager] SetParticleControlForward
-- @param self
-- @return #nil
-- @param int_1 int
-- @param int_2 int
-- @param Vector_3 Vector
function CScriptParticleManager.SetParticleControlForward(self,  int_1, int_2, Vector_3 ) end

---[[ CScriptParticleManager.SetParticleControlOrientation  (int nFXIndex, int nPoint, vForward, vRight, vUp) ]]
-- @function [parent=#CScriptParticleManager] SetParticleControlOrientation
-- @param self
-- @return #nil
-- @param int_1 int
-- @param int_2 int
-- @param #CVector
-- @param #CVector
-- @param #CVector
function CScriptParticleManager.SetParticleControlOrientation(self,  int_1, int_2, Vector_3, Vector_4, Vector_5 ) end

---[[ CScriptPrecacheContext.AddResource  Precaches a specific resource ]]
-- @function [parent=#CScriptPrecacheContext] AddResource
-- @param self
-- @return #nil
-- @param string_1 string
function CScriptPrecacheContext.AddResource( self , string_1 ) end

---[[ CScriptPrecacheContext.GetValue  Reads a spawn key ]]
-- @function [parent=#CScriptPrecacheContext] GetValue
-- @param self
-- @return table
-- @param string_1 string
function CScriptPrecacheContext.GetValue( self , string_1 ) end

---[[ CToneMapControllerComponent.GetBloomScale  Gets bloomscale for this tonemap controller ]]
-- @function [parent=#CToneMapControllerComponent] GetBloomScale
-- @param self
-- @return float
function CToneMapControllerComponent.GetBloomScale( self ) end

---[[ CToneMapControllerComponent.GetMaxExposure  Gets max exposure for this tonemap controller ]]
-- @function [parent=#CToneMapControllerComponent] GetMaxExposure
-- @param self
-- @return float
function CToneMapControllerComponent.GetMaxExposure( self ) end

---[[ CToneMapControllerComponent.GetMinExposure  Gets min exposure for this tonemap controller ]]
-- @function [parent=#CToneMapControllerComponent] GetMinExposure
-- @param self
-- @return float
function CToneMapControllerComponent.GetMinExposure( self ) end

---[[ CToneMapControllerComponent.SetBloomScale  Sets bloom scale for this tonemap controller ]]
-- @function [parent=#CToneMapControllerComponent] SetBloomScale
-- @param self
-- @return #nil
-- @param float_1 float
function CToneMapControllerComponent.SetBloomScale( self , float_1 ) end

---[[ CToneMapControllerComponent.SetMaxExposure  Sets max exposure for this tonemap controller ]]
-- @function [parent=#CToneMapControllerComponent] SetMaxExposure
-- @param self
-- @return #nil
-- @param float_1 float
function CToneMapControllerComponent.SetMaxExposure( self , float_1 ) end

---[[ CToneMapControllerComponent.SetMinExposure  Sets min exposure for this tonemap controller ]]
-- @function [parent=#CToneMapControllerComponent] SetMinExposure
-- @param self
-- @return #nil
-- @param float_1 float
function CToneMapControllerComponent.SetMinExposure( self , float_1 ) end

---[[ Convars.GetBool  GetBool(name) . returns the convar as a boolean flag. ]]
-- @function [parent=#Convars] GetBool
-- @param self
-- @return table
-- @param string_1 string
function Convars.GetBool( self , string_1 ) end

---[[ Convars.GetCommandClient  GetCommandClient() . returns the player who issued this console command. ]]
-- @function [parent=#Convars] GetCommandClient
-- @param self
-- @return #CBasePlayer
function Convars.GetCommandClient( self ) end

---[[ Convars.GetDOTACommandClient  GetDOTACommandClient() . returns the DOTA player who issued this console command. ]]
-- @function [parent=#Convars] GetDOTACommandClient
-- @param self
-- @return #CDOTAPlayer
function Convars.GetDOTACommandClient( self ) end

---[[ Convars.GetFloat  GetFloat(name) . returns the convar as a float. May return null if no such convar. ]]
-- @function [parent=#Convars] GetFloat
-- @param self
-- @return table
-- @param string_1 string
function Convars.GetFloat( self , string_1 ) end

---[[ Convars.GetInt  GetInt(name) . returns the convar as an int. May return null if no such convar. ]]
-- @function [parent=#Convars] GetInt
-- @param self
-- @return table
-- @param string_1 string
function Convars.GetInt( self , string_1 ) end

---[[ Convars.GetStr  GetStr(name) . returns the convar as a string. May return null if no such convar. ]]
-- @function [parent=#Convars] GetStr
-- @param self
-- @return table
-- @param string_1 string
function Convars.GetStr( self , string_1 ) end

---[[ Convars.RegisterCommand  RegisterCommand(name, fn, helpString, flags) . register a console command. ]]
-- @function [parent=#Convars] RegisterCommand
-- @param self
-- @return #nil
-- @param string_1 string
-- @param handle_2 handle
-- @param string_3 string
-- @param int_4 int
function Convars.RegisterCommand( self , string_1, handle_2, string_3, int_4 ) end

---[[ Convars.RegisterConvar  RegisterConvar(name, defaultValue, helpString, flags). register a new console variable. ]]
-- @function [parent=#Convars] RegisterConvar
-- @param self
-- @return #nil
-- @param string_1 string
-- @param string_2 string
-- @param string_3 string
-- @param int_4 int
function Convars.RegisterConvar( self , string_1, string_2, string_3, int_4 ) end

---[[ Convars.SetBool  SetBool(name, val) . sets the value of the convar to the bool. ]]
-- @function [parent=#Convars] SetBool
-- @param self
-- @return #nil
-- @param string_1 string
-- @param bool_2 bool
function Convars.SetBool( self , string_1, bool_2 ) end

---[[ Convars.SetFloat  SetFloat(name, val) . sets the value of the convar to the float. ]]
-- @function [parent=#Convars] SetFloat
-- @param self
-- @return #nil
-- @param string_1 string
-- @param float_2 float
function Convars.SetFloat( self , string_1, float_2 ) end

---[[ Convars.SetInt  SetInt(name, val) . sets the value of the convar to the int. ]]
-- @function [parent=#Convars] SetInt
-- @param self
-- @return #nil
-- @param string_1 string
-- @param int_2 int
function Convars.SetInt( self , string_1, int_2 ) end

---[[ Convars.SetStr  SetStr(name, val) . sets the value of the convar to the string. ]]
-- @function [parent=#Convars] SetStr
-- @param self
-- @return #nil
-- @param string_1 string
-- @param string_2 string
function Convars.SetStr( self , string_1, string_2 ) end

---[[ GridNav.CanFindPath  Determine if it is possible to reach the specified end point from the specified start point. bool (vStart, vEnd) ]]
-- @function [parent=#GridNav] CanFindPath
-- @param self
-- @return bool
-- @param Vector_1 Vector
-- @param Vector_2 Vector
function GridNav.CanFindPath( self , vector_1, Vector_2 ) end

---[[ GridNav.DestroyTreesAroundPoint  Destroy all trees in the area(vPosition, flRadius, bFullCollision ]]
-- @function [parent=#GridNav] DestroyTreesAroundPoint
-- @param self
-- @return #nil
-- @param Vector_1 Vector
-- @param float_2 float
-- @param bool_3 bool
function GridNav.DestroyTreesAroundPoint( self , vector_1, float_2, bool_3 ) end

---[[ GridNav.FindPathLength  Find a path between the two points an return the length of the path. If there is not a path between the points the returned value will be -1. float (vStart, vEnd ) ]]
-- @function [parent=#GridNav] FindPathLength
-- @param self
-- @return float
-- @param Vector_1 Vector
-- @param Vector_2 Vector
function GridNav.FindPathLength( self , vector_1, Vector_2 ) end

---[[ GridNav.GetAllTreesAroundPoint  Returns a table full of tree HSCRIPTS (vPosition, flRadius, bFullCollision). ]]
-- @function [parent=#GridNav] GetAllTreesAroundPoint
-- @param self
-- @return table
-- @param Vector_1 Vector
-- @param float_2 float
-- @param bool_3 bool
function GridNav.GetAllTreesAroundPoint( self , vector_1, float_2, bool_3 ) end

---[[ GridNav.GridPosToWorldCenterX  Get the X position of the center of a given X index ]]
-- @function [parent=#GridNav] GridPosToWorldCenterX
-- @param self
-- @return float
-- @param int_1 int
function GridNav.GridPosToWorldCenterX( self , int_1 ) end

---[[ GridNav.GridPosToWorldCenterY  Get the Y position of the center of a given Y index ]]
-- @function [parent=#GridNav] GridPosToWorldCenterY
-- @param self
-- @return float
-- @param int_1 int
function GridNav.GridPosToWorldCenterY( self , int_1 ) end

---[[ GridNav.IsBlocked  Checks whether the given position is blocked ]]
-- @function [parent=#GridNav] IsBlocked
-- @param self
-- @return bool
-- @param Vector_1 Vector
function GridNav.IsBlocked( self , vector_1 ) end

---[[ GridNav.IsNearbyTree  (position, radius, checkFullTreeRadius?) Checks whether there are any trees overlapping the given point ]]
-- @function [parent=#GridNav] IsNearbyTree
-- @param self
-- @return bool
-- @param Vector_1 Vector
-- @param float_2 float
-- @param bool_3 bool
function GridNav.IsNearbyTree( self , vector_1, float_2, bool_3 ) end

---[[ GridNav.IsTraversable  Checks whether the given position is traversable ]]
-- @function [parent=#GridNav] IsTraversable
-- @param self
-- @return bool
-- @param Vector_1 Vector
function GridNav.IsTraversable( self , vector_1 ) end

---[[ GridNav.RegrowAllTrees  Causes all trees in the map to regrow ]]
-- @function [parent=#GridNav] RegrowAllTrees
-- @param self
-- @return #nil
function GridNav.RegrowAllTrees( self ) end

---[[ GridNav.WorldToGridPosX  Get the X index of a given world X position ]]
-- @function [parent=#GridNav] WorldToGridPosX
-- @param self
-- @return int
-- @param float_1 float
function GridNav.WorldToGridPosX( self , float_1 ) end

---[[ GridNav.WorldToGridPosY  Get the Y index of a given world Y position ]]
-- @function [parent=#GridNav] WorldToGridPosY
-- @param self
-- @return int
-- @param float_1 float
function GridNav.WorldToGridPosY( self , float_1 ) end

---[[ ProjectileManager.CreateLinearProjectile  Creates a linear projectile and returns the projectile ID ]]
-- @function [parent=#ProjectileManager] CreateLinearProjectile
-- @param self
-- @return int
-- @param handle_1 handle
function ProjectileManager.CreateLinearProjectile( self , handle_1 ) end

---[[ ProjectileManager.CreateTrackingProjectile  Creates a tracking projectile ]]
-- @function [parent=#ProjectileManager] CreateTrackingProjectile
-- @param self
-- @return #nil
-- @param handle_1 handle
function ProjectileManager.CreateTrackingProjectile( self , handle_1 ) end

---[[ ProjectileManager.DestroyLinearProjectile  Destroys the linear projectile matching the argument ID ]]
-- @function [parent=#ProjectileManager] DestroyLinearProjectile
-- @param self
-- @return #nil
-- @param int_1 int
function ProjectileManager.DestroyLinearProjectile( self , int_1 ) end

---[[ ProjectileManager.GetLinearProjectileVelocity  Returns a vector representing the current velocity of the projectile. ]]
-- @function [parent=#ProjectileManager] GetLinearProjectileVelocity
-- @param self
-- @return #CVector
-- @param int_1 int
function ProjectileManager.GetLinearProjectileVelocity( self , int_1 ) end

---[[ ProjectileManager.ProjectileDodge  Makes the specified unit dodge projectiles ]]
-- @function [parent=#ProjectileManager] ProjectileDodge
-- @param self
-- @return #nil
-- @param handle_1 handle
function ProjectileManager.ProjectileDodge( self , handle_1 ) end
